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Дозор-2005 / Организационные вопросы / ВСЕМ СПАСИБО!

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гроссмейстер
Группа: Администраторы
Сообщений: 155
Добавлено: 06-10-2005 22:11
НАРОД!!!!
Это было рульно. Парк Калинина - это здорово. Спасибо всем!!!
Игра удалась - это я понял именно там. Слов нет...
Отдельные спасибы раздам позднее.

Вы рулите!

частый гость
Группа: Зарегистрированные игроки
Сообщений: 12
Добавлено: 07-10-2005 19:30
черт!!! я опять все пропустила?
Ахтунг!!! Так жить нельзя!!!
p.s. убиваюсебяобстенусразбегунасмерть

гроссмейстер
Группа: Зарегистрированные игроки
Сообщений: 172
Добавлено: 09-10-2005 18:56
Осталось самое сложное... развоплотиться и отвыкнуть.

гроссмейстер
Группа: Зарегистрированные игроки
Сообщений: 172
Добавлено: 09-10-2005 19:12
ЗАВТРА РАЗБОР ПОЛЁТОВ И РАЗДАЧА СЛОНОФ.
В УХМЫЛКЕ (УЛЫБКЕ) В 5:30 РМ. (ПОЛШЕСТОГО).
Давайте жить дружно.

гроссмейстер
Группа: Администраторы
Сообщений: 155
Добавлено: 15-10-2005 19:28
Люди! Никто никаких вещей не терял? А то осталось два пакета с обоих офисов, вдруг там чего нужное?


Группа: Участники
Сообщений: 8
Добавлено: 18-10-2005 14:08
Отпуск! *есс* ))


Группа: Участники
Сообщений: 2
Добавлено: 19-10-2005 16:20
Вот и все... Дозоры опустели и духи сумрака, забывшись сладким сном, дожидаются продолжения своего кошмара.

P.S. Приятно всеже мелькнуть в обществе умных людей

Гость
Добавлено: 27-10-2005 07:50
That war erupted with the arrival of Commodore Matthew
Perry and a United States delegation in 1853. As the
Tokugawa shogun fell increasingly under the spell of the
gaijin, Bishamon worked frantically to preserve the ancient
ways and stave off the inevitable "opening" of Japan. They
started by cracking down on all "independent" sects - and
targeted the Sotogawa No uji specifically. For the next
several years, Bishamon and their Koga associates actively
suppressed these "heretics," laying waste to key dragon
nests and going after Sotogawa No's hengeyokai allies.
Although the Bishamon knew they were doing irreparable
damage to Chi reservoirs in the long run, they justified their
actions as part of the necessary struggle to keep Japan free
of detrimental heterodoxy. The resurgence of a new House
Genji temporarily stalled hostilities, but pro-modernist Genji
resumed attacks on the Sotogawa No soon after, claiming
that such Shinto-inspired teachings were outdated in the
"new" Japan.
The Burnings pounded the final nail into Sotogawa No's
coffin. Already weakened by decades of persecution and
plundered dragon lines, the destruction of the Chi deposits beneath Hiroshima and Nagasaki severed whatever
connections to the land remained for these Kuei-jin. The
psychic toxins quickly infected those few remaining pure sites
shared by hengeyokai and Sotogawa No. The handful of
surviving Sotogawa No either fled to the outermost reaches
of the island chain, or left Japan altogether for more
welcoming havens in the Pacific Rim.
Recently, however, Kuei-jin from the Sotogawa No have
begun to make their way back to Middle Kingdom Japan. The
mortal populations, fast in the grip of a growing spiritual
malaise, look more frequently toward age-old faiths like
Shinto for some sort of center. Cults spring up almost daily in
the Fifth Age, feeding off this spiritual vacuum. Patchwork
"faiths" mixing doctrine from Eastern and Western sources
try to provide all answers for all people. This polyglot of
religions encourages Sotogawa No expatriates to return to
Japan and reach out to old allies, in hopes of regaining their
former havens.
Caution remains the watchword for Sotogawa No vampires.
Old allies disappear or switch allegiances for selfpreservation's
sake; trusted retreats and hideaways vanish or
are occupied by enemies. Sotogawa No Kuei-jin often find
themselves alone on the island, a perilous position by any
standard. Any measure of safety is hard to come by, and
Sotogawa No go to extreme lengths to keep foes at bay.
Some of these Kuei-jin actively become heimin, using the
freedom of movement to search for old associates and new
allies. Others set themselves up among the mortal
populations as "cult leaders" in remote locations, and hope
that the out-of-the-way locale and relative innocuousness of
their "religions" is enough to keep Strike Force Zero
disinterested.
The Green Courts: Death
and Jade
Trapped between the powers of the Quincunx on one side
and the gaki on the other, the vampires of the Green Courts
have learned to distance themselves from both sides and
attend to their own dark affairs to protect their precious
neutrality. Centuries of laying low and blending in - as well as
their obsessive focus on the Yin world - has stolen from the
Korean Kuei-jin much of the character that once made them
the focus of much admiration and fear as part of the Azure
Dragon Court.
The ancestors here have very little time to spare on the
ostentation and empty formality of the Quincunx and less still
for internecine power struggles like those between the
Bishamon and the Genji. There is little pageantry in the
Green Courts - no great halls, no grand Spectacles, no
ornate dress. Simplicity and parsimony are more conducive
to business; art and spectacle are seen as distractions,
resources poorly spent. Beauty merely highlights how
hideous many among the Green Courts have become: No
other Court has so many ch'ing shih. The sight of the
assembled Green Courts is a hideous sight most Kuei-jin
would rather avoid.
In addition to being the preeminent necromancers of the
Middle Kingdom, the vampires of the Green Courts are also
salesmen, diplomats, and cunning agents provocateurs
playing their enemies against each other to fortify their own
positions; they deal primarily in safety (in the form of a
complex array of shelters and safe-houses referred to
discretely as the Parallel Path) and jade (usually in the form
of trinkets, though talismans of spectacular potency regularly
come from the Green Courts).
Safety is a rare commodity in the Middle Kingdom, and those
Kuei-jin who can provide it are amply rewarded. Vampires of
the Green Courts have established a very carefully protected
network of safe houses accessible to anyone with enough
jade, cash, or valuable information. Kuei-jin and Kindred alike
are welcome provided they can pay for the hospitality (and
Westerners are inevitably ripped off)- Many Kindred who
have needed to thoroughly disappear from the West have
found their way to the palaces, hovels and caves along the
Parallel Path.
Some in the Green Courts claim that the open-door policy of
the Parallel Path makes Korea a haven for akuma fleeing the
other courts. While minor witch hunts for the devil-ridden
break out every now and again, the ancestors of the Green
Courts seem uninterested in taking any decisive action so
long as the jade keeps flowing in. The most paranoid among
the Cathayans claim that this is because the ancestors
themselves are corrupted.
Travelers along the Parallel Path are directed to each link in
the chain of safe houses by wu comprising Kuei-jin early on
their Dharmic journey (who expect a "tip" in exchange for
their silence on the vampire's whereabouts). The Green
Courts enforce a strict non-intervention policy toward those
traveling the Parallel Path, so aside from draining as much
jade and cash as possible from their charges, the Kuei-jin
performing these duties are strictly businesslike and will not
directly hinder, help or involve themselves in any way in the
affairs of those they guide.
The Green Courts' other commodity is the one after which it
was named. Jade, with its unique ability to hold Chi, is the
standard by which all things of value are measured in the
Green Courts. The jade market, based out of the It'aewon
market in Seoul, is what funds the Green Courts' political
machinations. By selling low quality jade to the west and high
quality jade talismans to powerful Kuei-jin from other courts
(in exchange for "favors to be named at a later date, if ever"),
the Green Courts have amassed a great deal of wealth and
influence with which to buffer itself from the constant strife
between the gaki and the Quincunx.
Korea is home to the largest population of jade-working Kueijin
artisans in the Middle Kingdom. There are entire wu
whose sole reason for existence is the creation of more and more potent talismans, and the abilities they can awaken in
the jade are most formidable.
While jade is the Green Courts' trump card, the Kuei-jin of the
Korean Court may have played out their hand. In amassing
the jade necessary to insulate themselves from incursions of
the Kuei-jin of the other courts, the vampires of the Green
Courts endanger their relationship with the shen of their own
nation. The land that was once among the most peaceful
places for Kuei-jin and hengeyokai to interact is rapidly
becoming a site of great discord due to the Kuei-jin's
rapacious jade gathering missions to the local Dragons
Nests. The days of plentiful jade are gone, and the vampires
of Korea now work diligently to maintain the appearance of
controlling plentiful stores of the stone. The truth is decidedly
inauspicious: The jade they once found everywhere and took
for granted is nearly impossible to obtain as dragon nest after
dragon nest is desecrated and dries up. Some wu have even
resorted to stealing homeless from the cities, especially
Seoul, and forcing them to mine for jade. The Green Courts
must now take extreme action to find even humble quantities
of the fine green stone, and this they do by sending vaguely
diplomatic ransacking missions to the peninsula's remaining
dragon nests. Bodhisattvas claim that these sacred sites, not
the jade itself, are the Green Courts' true treasure, but no
one is listening. These dragon nests, however, are the
sacred places of the shape-shifting hengeyokai who will be,
perhaps, more difficult to ignore.
Korea, until very recently, has primarily been home to the
chatty (and relatively less aggressive) raven-folk, making the
hengeyokai a less daunting enemy than they are elsewhere.
For many decades, the Green Courts' vampires have been
manipulating and brow-beating the tengu into giving them
nearly unlimited access to their "caerns," but the tengu grew
tired of the Kuei-jin's depredations and have lately been
spreading tales to the other hengeyokai. While the Kuei-jin
have been distracted by events in the Yin Realm, an influx of
more aggressive protectors, particularly the Khan, Hakken
and Stargazers, promises to make plundering jade from
dragon nests decidedly more dangerous, as they are notably
disinclined to grant visiting privileges to thieves and
desecrators. The honey-tongued Kuei-jin, in the meantime,
will no longer be able to go to the sacred sites of the
hengeyokai again and again to steal the jade they need. It
remains to be seen how the Kuei-jin of the Green Courts will
respond to this new development.
Overall, Korean Kuei-jin remain at least amicable with the
other shen, especially wraiths, and they may enter into
bargains with them when circumstances warrant doing so.
The Kuei-jin would like to deal with the hsien much more than
they do, primarily because the hsien are veritable banquets
of Chi. Most clever hsien take pains to stay clear of the
predatory Kuei-jin, but there are some Tanuki who harbor an
unyielding hatred of the Kuei-jin and take every opportunity to
lead the vampires into vicious (and frequently lethal) traps.
Green Court Kuei-jin themselves, however, avoid the Chi'n
Та. In the Fourth Age, it is said, the Wan Xian were broken
by Heaven, and the Lightning People were Heaven's tool. For
the better part of that age, the arrogant wizards carried out
the sentence of Heaven and punished the wayward Wan
Xian. Those few remaining ancestors who remember the
damage wrought by the Lightning People to the Azure
Dragon Court still counsel a course of subtlety and avoidance
where the magi are concerned. The technology-obsessed
Subtle Thunders in particular seem to have a vendetta
against the Kuei-jin that is remarkable in its (Western
flavored) zealotry.







Undoubtedly, the shen with whom the Green Courts deal the
most are the spirits of the dead. Those Disciplines deemed
most useful are the ones that attune the Kuei-jin to the Yin
world. Next to Bone Shintai and the Chi Arts (which are
necessary to work jade), Yin Prana is the most studied
Discipline in the Green Courts, and those who master its
postures act as emissaries between the land of the living and
the lands of the dead. The Song of the Shadow is by far the
most followed Dharmic path in all of the Green Courts
precisely because it leads so clearly into the Yin Realm. In
many ways, Yin spirits are the Green Courts' greatest (some
would say only) ally.
Nowhere else in the Middle Kingdom do Kuei-jin and spirits
of departed ancestors interact so closely. This is to the
advantage of the dead on both sides of the Wall. Throughout
the Middle Kingdom, the spirits of the dead go to the Yellow
Springs. Yu Huang, the Emperor of the Yellow Springs, was
Chinese when he lived and treats wraiths from outside China
like barbarians and slaves. Having an agent in the living
world who can protect or destroy those cherished objects that
tie a spirit to the world gives a wraith an incalculable
advantage over those who might be captors. Likewise,
wraithly companions have proven to be valuable assets to
the deal-making Kuei-jin of the Green Courts on numerous
occasions by performing acts of espionage that have been of
great benefit to the Court.
The Green Courts' power in the Yellow Springs recently
blossomed like an unexpected lotus; good fortune smiled on
the Green Courts when a tiny sect of Cainite death-sages
with tremendous abilities to interact with the dead - and
decidedly unsettling feeding practices - arrived from India
asking the Green Courts' emperor for asylum. When, after
three nights of deliberation, he granted it, the outlanders
presented him with a disconcerting report of the activities of
the necromancers of the West. This news was deemed most
inauspicious, but the information was suitably valuable that
the gweilo were granted sanctuary. The ancestors of the
court have been most active in the Yin Realm since receiving
this troubling report, but none has surmised what they are
doing. Since it has distracted them from gathering jade (and
monitoring the growing hengeyokai population), one might
suspect that it is an enormous endeavor. It has been
suggested that a strike against the necromancer family of the
west is imminent, but only the bodhisattvas of the Green
Courts truly know. The Golden Courts: Queens
of the Bloody Jungle
Mandarins of the Quincunx almost need a second vocabulary
to contain the wealth of derogatory terms that they use solely
to describe the savage Golden Courts of Southeast Asia.
"Barbarians," "heathens," and "degenerates" are their most
common descriptors for the proud matriarchal remnants of
the Scarlet Phoenix Court, but under their breath they
whisper words like "dangerous," "terrifying," and "unnatural."
Whatever the legends may say of the Golden Courts, the
truth is that these Kuei-jin have carved a niche for
themselves in the hengeyokai-infested jungles and survived
wars, Kin-jin incursions, and the machinations of the Yama
Kings. That they did so by becoming more vicious and
cunning than their enemies is only cause for pride among
these vampires.
Secrets of the Penangallan
Once a female Kuei-jin in the Golden Courts has mastered
herself sufficiently (indicated in game terms by at least three
levels of Flesh Shintai and three levels in one other
Discipline, generally either Jade Shintai, Storm Shintai or
Yang Prana), she can officially petition her ancestors to take
her place among the Penangallan. She formally petitions the
nearest Penangallan ancestor and demonstrates her abilities
(Disciplines) for the ancient. In return, the ancestor queries
the petitioner about the insights she has gained by following
her chosen Dharma (and the vast majority of Penangallan
follow either the Howl of the Devil Tiger or Dance of the
Thrashing Dragon); she is then strongly encouraged (i.e.,
forced) to undergo a "rite" designed to reveal vassalage to
the Yama Kings (while there is no rite that can actually reveal
an akuma, there are plenty of ways to determine if the
petitioner is lying; the famous "akuma-revealing rite" consists
of a series of over a hundred different ways of asking if the
petitioner if she is, thinks about, wants to, or is otherwise
tempted to work for the Yama Kings). If she is akuma, she is
executed within the hour, keeping the true nature of the "rite"
a secret; otherwise, a mad festival is planned for the next
week. At the celebration, enormous quantities of blood are
provided for the new Penangallan and her wu, who are
congratulated for helping her achieve her new status.
Drumming, ecstatic dancing, and unspeakable perversions
entertain the assembled Kuei-jin until just before dawn. The
new Penangallan is entitled to begin dressing in suitably
outrageous garb the next night.
The Golden Courts extend from the jungles of eastern India,
throughout Bangladesh, Myanmar, Thailand, Cambodia,
Laos, Viet Nam, Indonesia and Malaysia. The borders of the
Golden Courts are constantly in flux, but at various points in
its history, the influence of the Golden Courts has extended
as far as Micronesia, Polynesia (including Hawai'i), Samoa,
Fiji, the Marshall and Solomon Islands, and the jungles of
northern Australia. No other Kuei-jin Court can approach the
Golden Courts' range of cultures, and it's questionable
whether the Chinese Courts would even want to. At least
some of the allegations of barbarism made against the
Golden Courts stem from the xenophobia of the Quincunx.
By far the most shocking element of the Golden Courts, as
far as the Chinese Courts are concerned, is its matriarchal
tribal structure. Yang-aspected Kuei-jin women who have
mastered Flesh Shintai are called Penangallan as a title of
respect. While a male may have the same degree of
proficiency with Flesh Shintai, he may never be called
Penangallan.
Throughout the Golden Courts, with the exception of
authoritarian Singapore, the Penangallan dress in as garish and lurid a fashion as possible to distinguish themselves from
everyone else. They ornament themselves with anything that
strikes them as loud or outrageous, from finger bones and
peacock feathers in the jungles of Laos to rubber dresses
and chrome cockrings in the teeming streets of Bangkok. The
warped carnival atmosphere that follows around a
Penangallan is both her protection and her badge of office.
Males are free to take part in the culture of the Golden
Courts, but they may not call into question the queen or any
female ancestor. One violation results in a stern warning, two
violations will result in an unsubtle suggestion that the
violator leave the court (or at least flee to Singapore), and a
third violation ends in the highly ritualized execution of the
insolent party. These executions are typically occasions for
much revelry among the Penangallan and their attendant wu.
When the Kin-j in began arriving en masse, the Penangallan
were at the peak of their power. Kindred who ran afoul of
these potent Cathayans in the jungles and villages of the
Golden Courts disappeared or fled shortly after the
encounter. Until recently, when the akuma once more
became an urgent threat, the Kin-jin were dealt with by the
queens of the Golden Courts within a week of their arrival.
Robert Pedder himself lost several childer to the jungles and
those who lurked in them. Now that the courts are reeling
under the assaults of the akuma, the few Kin-jin who arrive
have a moderately longer unlife expectancy.
Perhaps the Golden Courts' greatest strength is its
remarkable diversity. The Kuei-jin of the Golden Courts have
at their disposal the wisdom of several cultures: Indian,
Chinese, Polynesian, Aborigine, and myriad others all
contribute to the Court's hybrid vigor. The Golden Courts
have absorbed numerous cultural elements from the islands
that have, at times, been under their sway. The Devil Tigers,
in particular, have been known to use the islanders' bone
fish-hooks to particularly gruesome effect, challenging the
hooks' reputation of bringing good luck.
Nothing has contributed to the Golden Courts' spread like the
Penangallans' frequent mastery of the Jade Shintai
Discipline. A wu of Penangallan can easily run across the
ocean to a neighboring island to feed. If the voyage is too
long for one night's journey, the Kuei-jin can sink to the
ocean floor and spend the day beneath the mud and rise
again once the sun is down. In this way, the wild queens of
the Kuei-jin have amassed a territory larger even than that of
the Blood Court.
Island travelling, even on top of the water, is particularly risky
for the Kuei-jin of the Golden Courts because they, of all the
inhabitants of the Middle Kingdom, have earned the
unending enmity of the Same-bito. While the actual origins of
the hatred between the two shen are lost, it is most
commonly speculated that Devil Tigers from the Golden
developed a taste for the Chi (and attendant flesh) of Samebito
kinfolk. Throughout the oceans off the coast of Southeast
Asia, the Same-bito infest the waters and watch for any Kueijin
running along the surface. The wrath of the sharkchangers
is unrelenting.
The greatest shame of the Golden Courts is that they are
constantly on the brink of falling to the akuma. No other court
has been so plagued by the devil-ridden. The Yama Kings,
most notably Rangda, Mistress of Pestilence, appear to have
an absolute compulsion to control the Golden Courts and
have made the region a base of sorts, from which to work
their will. The string of wars and atrocities that has plagued
Southeast Asia for most of the last two-hundred years has
left a tangible sense of desecration in its wake. Even in the
Fourth Age, however, the Yama Kings were obsessed with
toppling the Scarlet Phoenix Court and using the Kuei-jin of
the area, once they all became akuma, as their weapons
against the other courts. While the Scarlet Phoenix Court did
fall, the pawns of the Yama Kings were decimated by the
most august bodhisattva Piyau Payung and her Devil Tiger
Penangallan associates. The first use of the Flesh Shintai
Discipline was during that tremendously violent battle. For 11
nights the jungle was the scene of some of the grisliest
atrocities ever seen by Kuei-jin. On the 12th night, Piyau
Payung and five of her Penangallan ripped apart the last of
the akuma. That most formidable ancient returned to her
contemplations in the jungle leaving only the first
Penangallan to rebuild the Court.
The Blood Court eagerly stepped in to "help" bring a
respectable court system to the jungles, but after losing
nearly a score of ancestors to the headstrong Penangallan,
they stepped back and allowed the Golden Courts to take
shape according to its own directive.
For many years, the Yama Kings almost gave up on
Southeast Asia, but the past two-hundred years have
provided the devils with no shortage of unwise Kuei-jin willing
to do their bidding in exchange for power. It doesn't help
matters that organization of the Golden Courts is exceedingly
loose and informal. The only Kuei-jin who are ever tested for
devil-taint are the Penangallan. Outside of their ranks, akuma
are becoming more prevalent. Provided that nothing is
obviously amiss, those pawns of the Yama Kings can pass
undetected for centuries, rising through the social strata,
working the will of their masters and undermining the courts
like termites eating away the foundations of a temple. Now,
after nearly a millennium of absence, the akuma are
numerous enough to shake the foundations of the Golden
Courts. Their attacks on, and seductions of, the ancestors
are taxing the abilities of even the Penangallan queens.
Key figures in the Golden Courts have repeatedly fallen to
the Yama Kings; this has become frequent enough that it is
almost a dark joke among the Quincunx. While the fallen are
inevitably caught - either by showing inappropriate abilities,
like the Discipline of Hellweaving, or by the keen insight of
the bodhisattvas - the damage they do to the court and to the
souls of those around them befote their masquerade is
revealed is incalculable. The Golden Courts have responded to the attacks of the
Yama Kings in much the same way that they respond to most
opponents: They have become more savage than their
enemy. Nowhere in the Middle Kingdom is the Howl of the
Devil Tiger Dharma so prevalent as in the Golden Courts. By
adopting, adapting, and improving upon the Yama Kings' own
strategies, the Golden Courts hope to become greater devils
than the devils who threaten them. Regrettably, they may
succeed.
Strange Joss: The Smaller
Courts
The grand and well-known courts of the Middle Kingdom are
by no means the only ones carrying out the night-to-night
schemes of the Kuei-jin. Smaller courts regularly flicker into
existence, mature, stagnate, change hands and fade away
as the tides of the mortal world ebb and flow. Included under
this ragtag rubric are the courts of Singapore, Hong Kong,
and the Infinite Thunders Court of Sri Lanka and India.
Events in Hong Kong
Hong Kong is a city in transition. Where once the Kin-jin held
sway here, under the leadership of the charismatic Robert
Pedder, it is no longer so. Since Hong Kong reverted back to
Chinese control, Flame Court shocktroops have surged in
like waves before a typhoon. Most recently, mandarins have
been interrogating random Kuei-jin in an obsessive hunt for
Asian Kin-jin, that is, childer of the Cainites who were drawn
from the native Chinese population. The Flame Court has
declared them akuma en masse (as though they somehow
chose to be Embraced). Most of these so-called "lotus
cankers" are clever enough to avoid using obviously Cainite
Disciplines in front of others, and some Western Disciplines
can, if the witnesses are squinting, be made to look like
certain Eastern Arts - though actually using a Cainite power
near a Kuei-jin risks the problem of disharmonious Chi flow.
Most fortunate (and rare!) are those who have some
knowledge of Obeah, for they (both of them) can easily pass
as practitioners of Chi'iu Muh.
For the specifics of who's vying for power with whom in the
city of Hong Kong, check out World of Darkness: Hong
Kong.
Singapore: The Sub-Court
The dim-witted frequently compare Hong Kong and
Singapore, but these two great cities of the Middle Kingdom
could hardly be more different. While Hong Kong is rapidly
falling under the control of the Chinese Courts, Singapore
remains the central jewel of the Golden Courts, although a
freakish one. Often called the Golden Lion Court to
distinguish it from the Golden Courts proper, Singapore is the
one place where the Penangallan ever show any interest in
the affairs of the modern, urban world.
When the British took over Singapore in 1824, the war
between the native Golden Courts Kuei-jin and the invading
Kin-jin was especially fierce. The (mostly) Ventrue and
Tremere Camarilla colonists were horrified by what they
perceived to be the sheer bestiality of the native vampires. In
standard imperialistic fashion, they did everything in their
power to rid themselves of the native savages, including
importing mercenaries (in the form of Assamite assassins) to
secure the new colony. The cost in blood was staggering.
The Camarilla conquest of Singapore was to be an enormous
feather in Robert Tedder's hat, for which the Camarilla
rewarded him years later with the princedom of Hong Kong.
Because of the extremely high price paid for control of the
region, the British Kindred were loathe to give it up when
England pulled out in 1965, but without their precious
influence and connections, the Ventrue could do little but
beat a hasty retreat. Some xenophile Kindred remained and
exist there still, sharing the warm nights with the native Kueijin
they once branded as "barbarians," and of all the denizens
of nocturnal Singapore, they alone have a modicum of
freedom.
More recently, Singapore has been described as "Disneyland
with the death penalty," and the whole city is a tribute to just
how much the human spirit can be maimed and still function
in a friendly, orderly manner. Those with only a shallow
understanding of the workings of the Golden Courts are at a
loss to explain how the savage queens of the jungle night
can revel as fully in Singapore's lockstep civic-mindedness.
The answer is simple: They don't. The male Kuei-jin of the
Gold Courts rule Singapore. Most Singaporean Kuei-jin are
there because they were "banished" to the city once they
grew powerful enough to challenge the rule of a local
Penangallan. Their hatred and resentment of the chaotic
jungles and the Penangallan who rule them has turned into
an obsession with order and control. No wonder, then, that
the Way of the Resplendent Crane is the most practiced
Dharma in the city. Many of the more recent Kuei-jin, or
those not in positions of authority, also follow the Path of a
Thousand Whispers.
The ancestors of Singapore, who refer to themselves as the
Lion Court Emperors, have been contemplating secession
from the Golden Courts for decades, but given that
Singapore is almost at the center of the Golden Courts, their
position is not strong. Were they to claim imperium over
Singapore, they believe, the Penangallan would sweep over
their city like an unending storm surge. They're right. The
Penangallan want the males to manage the night-to-night
administration of the city because doing so would bore them,
but Singapore is too important a city to lose, and they are
determined to retain it at any cost.
Ironically, the ruling Kuei-jin of Singapore have adopted the
Kin-jin's habit of ruling through business influence. The Soul
Art of Obligation, therefore, is by far the most common
Discipline practiced in Singapore. The Chi Arts are also seen
as most worthwhile. Because of the emphasis on order and control, the wu of
Singapore are engineered in such a way that obedience to
the wu leader precedes all other concerns. Because these
policies are enforced so aggressively, paranoia is a common
state for the Kuei-jin of Singapore. While the Golden Lion
Court likes to think that it is inching toward freedom from the
jungles that surround it, it is really strangling itself with vines
of intrigue and authoritarianism. Something is going to give
soon, and it is unlikely to be the Penangallan.
The Infinite Thunders Court
The Bijali, "Infinite Thunders," Court is based on Sri Lanka,
but its power extends along the eastern coast of India and
into Bangladesh. These Kuei-jin are among the least demonprone
in all of the Middle Kingdom. How ironic, then, that
they too should be considered barbarians by the Courts of
the Quincunx. By far the most prevalent Dharmic paths
followed in this court are the Way of the Resplendent Crane
and Flame of the Rising Phoenix. As much as there is such a
thing, the Infinite Thunders Court is the center of the Rising
Phoenix Dharma. The few extant sacred writings of this
Dharma, most of which are written in Sanskrit, are kept here.
When a new Disciple is welcomed into the Brahmin
priesthood, the texts are laboriously copied by hand in
carefully formulated blood inks and passed on. The attitudes
of the Quincunx toward the popularity of this heretical
Dharma are unflinchingly dogmatic, as one would expect.
The widespread practice of Flame of the Rising Phoenix
Dharma is but one of many elements that will prevent the
Infinite Thunders Court from attaining any but the most
cursory acknowledgement from the primary Chinese courts.
Regrettably, the serious Kuei-jin of the Infinite Thunders
Court cannot tolerate the akuma of the Golden Courts (or the
Penangallan, for that matter), the only court with which it
shares a border. Thusly isolated, it is no wonder that these
Kuei-jin nurture and cherish their differences from the other
courts of the Middle Kingdom. In its philosophies, attitudes
toward the west, and even its prevalent Disciplines, the
Infinite Thunders Court makes its own way.
Religious beliefs in Sri Lanka and along the Indian coast
differ markedly from those of China and Japan. Islamic,
Buddhist, and Hindu spirituality mingle and thrive along the
densely populated east coast of India, resulting in a
fundamentally different approach to both life and unlife. Petty
intrigues are rare here, unlike most other courts.
Philosophical disagreements are the primary source of
conflict in the Bijali Court, and these are adjudicated by the
Brahmins, or warrior-priests.
Isolated as they are from the other Kuei-jin courts, and being
situated at the far western edge of the Middle Kingdom, the
Infinite Thunders Court has little choice but to traffic with the
Kin-jin. Kindred of the Ravnos, Assamite, and Setite clans
have had a major presence in the region for centuries, and
for the duration of the English occupation of India, the
Ventrue were fairly common as well. While they were not
friendly, the Thunders did not go out of their way to
antagonize the Western vampires either, and a silent and
mutually comfortable reciprocal ignorance has been allowed
to linger, mostly peacefully, for millennia.
The key strength of the Infinite Thunders Court is its
philosophical nature and its stability. Newly risen Kuei-jin are
instructed along the Dharmic paths much more assiduously
than elsewhere, and while the Infinite Thunders Court is one
of the less populous courts, it has a surprisingly high
proportion of ancestors who are quite willing to intervene
should their much-cherished stability be threatened.
The curse of this court is the sadness that lingers like the
Calcutta smog. The Rising Phoenix Dharma centers around
the desire for mortality, and most adherents attempt to return
to their lives as though their deaths had never happened;
they are then forced to watch as their families age and die
while they linger night after night, fighting an unending battle
against their P'o. Violence and intrigue are not the vices of
this court; despair is. The Kuei-jin of the Golden Courts call
the Bijali Court the Court of Infinite Tears.
The Disciplines favored by the Kuei-jin of Eastern India
include Kiai, Yang Prana, Chi'iu Muh, and Mibasham, which
certain bodhisattvas claim originated in the Infinite Thunders
Court. The Warrior-Priests of the Bijali Court
No other court in the Middle Kingdom is so aggressively
elitist as the Infinite Thunders Court. Advancement is based
strictly on merit and the mastery of a series of traditional -
and exceedingly difficult - tasks. Those who excel are given
access to wiser ancestors and more esoteric writings; those
who do not excel must make their own way.
Kuei-jin who master themselves, learn their Dharma quickly,
and excel at tasks given to them by the warrior-priests are
allowed to enter into didactic dialogues with a series of
progressively more learned ancestors. Those who pass a
series of four tests or "gates" are assumed to have been sent
to the court for the ineffable purposes of Heaven and are
accepted into the court as a Brahmins, with all the rights and
privileges pertaining thereto.
The first task is the mastery of social customs. Diplomacy,
tact, and social graces are necessary to the Brahmin who
must interact with a variety of Kuei-jin, mortals, Kin-j in, and
odder things. Upon completion of this task, the Kuei-jin is
granted the title of Child of Clay.
The second of the four gates is mastery of the rituals used in
Kuei-jin culture as well as the determination and unshakable
will required to use them.
The third task is the development the formidable physical
prowess necessary to fight for one's beliefs, should that
necessity come to pass. Passing through this gate earns the
Disciple the title of Warrior of Jade.
After attaining all of these, the fourth and final challenge to
those who would be the nobility of the Bijali Court is the
cultivation of the compassionate soul. Upon fulfilling this final
requirement, the Disciple memorizes one of the great texts of
his Dharma, and he is granted the title of Priest of Diamond
and takes his place among the great warrior-priests of the
Infinite Thunders Court.
The Steps of the Brahmin
5 in Etiquette Child of Clay
5 in rituals and 7+ WP Scholar of Stone
5 Stamina OR Dexterity Warrior of Jade
4+ Dharma Priest of Diamond
Hundred Corpse Families
The basic social structure of the Kuei-jin is the wu. While the
individual is considered to be impermanent and unreliable,
the wu is seen as having a stability that is desirable and
necessary for the continued success of the immortal courts.
Because the wu is the traditional family structure of the Kueijin,
the courts, especially those of the Quincunx, push Kueijin
together into these groups in the name of "tradition" and
"stability." Those few Kuei-jin unwise enough to question the
ineffable will of Heaven suffer sanctions of varying degrees of
subtlety until they submit to the mandarins and enter into
guanxi with suitable others determined by the ancestors.
Kuei-jin who absolutely refuse to become part of a wu are
heckled, persecuted, labeled "immature," "selfish," and
"proud," and ultimately relegated to the status of third-class
citizens. Mandarins will only allow a Kuei-jin to become one
of the heimin as a last resort, a way of avoiding further
conflict and allowing a foolish Kuei-jin to save some
moderate amount of face by continuing to serve the court in
her own small way until she matures enough to be placed
into a wu.
The Middle Kingdom is a chain forged of many links, and
getting Kuei-jin to work together in a wu can sometimes be
extraordinarily difficult. Vampires of the Quincunx, for
example, would be unspeakably insulted to be asked to work
with the backwater Kuei-jin of the Golden Courts; likewise,
Green Court Kuei-jin would be hard-pressed to find any
areas of commonality with Kuei-jin from the Bijali Court. Most
ancestors are quick to point out that the strengths of the
different courts are a great help to a wu, not a hindrance.
Without guanxi, however, many hin would never see beyond
mere "liking" and "disliking." Just as individuals differ greatly
throughout the Middle Kingdom, so too do wu.
Ancestors construct wu according to ancient formulae.
Properly constructing a wu is an art and a science the
nuances of which can be studied for centuries. Some
ancestors call it "Feng Shui of souls." The ideal wu,
according to the Quincunx, is one that allows each member
to do that which Heaven wants her to do, and for which it has
best prepared her. Each direction should be attended to, and
ideally, by a Kuei-jin following the Dharma associated with
that direction. Five is, therefore, the ideal number of Kuei-jin
in a wu; any other number is most inauspicious. Numerology
plays an important part, as do astrology and, frequently,
readings of the I Ching. The only thing more difficult than
putting a wu together, some ancestors say, is taking one
apart.
A functioning wu that falls apart or loses one or more
members is a walking wound. The idea behind a wu is that it
is one body with five limbs, and if a member of the wu leaves
or is killed, then the body has had one of its extremities
sawed off. This is an occasion for great sorrow. When this happens, a gau-hoi, or assisted grieving, is called. The
remains of the wu are split up and are sent away to spend
time completely alone. This can take the form of a mission to
a foreign city or simply one night of consuming no Chi as a
way of understanding the emptiness. After a period of gauhoi,
a suitable new Kuei-jin is found to act as the missing
limb, the Reciprocity is performed, guanxi is established, and
the body is made whole again. Speaking of the lost limb,
thereafter, is considered to be most inauspicious.
Breaking Guanxi
Certain inauspicious circumstances require a Kuei-jin to
break free of the guanxi that binds her to her wu. Most of
these circumstances are, to say the least, highly suspect.
The most common reason guanxi is broken is that one or
more members of the wu has fallen prey to the temptations of
the Yama Kings. When that is the case, the ancestors bring
all members of a wit together (if the akuma have not yet been
executed), and a highly disturbing ritual is performed
incorporating the torture and execution of the akuma in front
of his wu as an object lesson in the dangers of infernal
temptation.
If it is discovered that a Kuei-jin has secretly broken the
guanxi, he will be assumed to be akuma, and dealt with
accordingly. The disappearance of a wu's nushi is deemed
most inauspicious because it could be the first step in the
dissolution of the wu. Such an occurrence often sparks an
investigation of the wu in question.
(In game terms, breaking guanxi is simple. The player
spends one permanent willpower point and performs a
willpower roll against the difficulty of her character's guanxi
rating for each member of the wu, with two successes
required. The player adds one to the difficulty for every full 50
years that the character's been in the wu. The existence of a
nushi spirit adds one to the difficulty for each point that the
character has in the nushi Background. Clearly, it's easier for
a new wu to be broken up than an older one. Guanxi in an
older wu can only be broken by powerful ancestors or by an
act of a Yama King. If the breaking of guanxi is done by an
ancestor (or a Yama King) the willpower expenditure is not
required, and the difficulty goes down by five. Ancestors will
dissolve guanxi only in rare and urgent circumstances. Yama
Kings, on the other hand, will do it for any reason at All to
exchange for "favors" from the character, but that way lies
trouble....)
Mandarins see the guanxi as the connective tissue holding
the courts together. Comprising a bonding ritual, a spiritual
linking and a bit of self-hypnosis, guanxi is likely to be one of
the more powerful emotional experiences of a Kuei-jin's
unlife. Traditionally, the Kuei-jin are taken through an
extended ritual cleansing, sprinkled with powdered jade and
then tied together with silk bonds while the ancestor speaks
the binding ritual. The nushi, if there is to be one, is
summoned at this time and bound to the members of the
nascent wu. Finally, vows of mutual support are sworn and
the whole occasion (theoretically) acts as a focus to bring the
wu together with one cause.
While guanxi is comparable to the Sabbat's bond of
Vinculum, the feelings are rarely as intense. Guanxi, after all,
is a tool to help stabilize the courts, not to threaten them with
inappropriately strong feelings. Breaking guanxi, should it
prove necessary, is also a simpler proposition than breaking
the Vinculum. Many akuma are able to break their guanxi
even without the help of their infernal masters. A large part of
what gives guanxi its power is the desire to like the members
of one's wu; there's a definite element of self-hypnosis
involved, though no Kuei-jin would ever admit as much. The
nushi is the best gauge of the state of a wu. To break the
guanxi, the nushi must be killed, its form drained entirely of
Chi. If the departing Kuei-jin does not destroy the nushi, it will
always be a link between the Kindred and her former wu.
The nat (or nushi) is a vital element in any wu. More than just
a resource for a wu to fall back on, the nushi is literally the
spirit of the wu. A Japanese war wu could well have Raiden,
Duke of Thunder, as its nushi, whereas a wu from the Green
Courts is much more likely to make use of the spirits of the
dead, perhaps an ancestor. In any event, the nushi will be
appropriate to the function and Dharmic paths of the wu.
There are wu in existence that have never undergone the
Reciprocity: Independent wu have existed for centuries,
albeit at the edges of Kuei-jin culture. With no jina or
ancestor to support them and conduct the Reciprocity,
independent wu do not have the blessings or the nushi that
formal wu have; these odd collections of hungry ghosts are
held together by nothing but their own choice. The Quincunx
pities them because they are the mad who do not know that
they are mad. After all, what kind of pathetic wu provides no
spirit, no sense of obligation and no reassurance that one is
mystically connected to one's comrades? Kuei-jin who are
involved in an independent wu sometimes find consolation by
telling themselves that a wu of free souls is better than an
official wu that is created by artifice and sorcery. What kind of
bond can it be, they ask, that needs spirit magic to hold it
together?
Independent wu are often a way for heimin to band together
for protection and political power, although the courts see
them as unwashed rabble trying to take privilege they've not
earned through service to the courts. The farther from the
Quincunx one goes, the less the independent wu are
persecuted. In the outer courts, wu may be considered a
good idea, but they're not the basis for social acceptance.
Over the centuries of Kuei-jin history, many wu have
conducted themselves in such an extraordinary fashion that
the eye of fame (or infamy) has fallen upon them. The
education of hin is such that the names of certain Kuei-jin
can be a shorthand way for a jina or an ancestor to refer to a
well-known lesson, "Were you to be in the wu with Chou
Deng it would be like the Flashing Carp, and much more
auspicious." or "What are you saying? Do you want your wu to wind up like the Gnashing Dragon?" The wu listed here are
but a handful of the better known wu from Kuei-jin legendry.
The first wu nearly any Kuei-jin will hear of is the Flashing
Carp wu. The Quincunx puts forth the great Flashing Carp as
its ideal and suggests quite strongly that there is no higher
goal a wu can aspire to than emulating that most worthy
body. Comprised of one follower of each respectable
Dharma, the Flashing Carp wu began humbly enough and
attained a place in Kuei-jin history by developing such an
intense sense of camaraderie and protectiveness of its other
members that it was able to master any task it was assigned.
The differences between the members of the wu were
constructive - each understood that the others in the wu had
different beliefs and different strengths; by developing a keen
understanding of what those strengths and weaknesses
were, they were able to function together as no random band
of Kuei-jin could. It was clearly an auspicious sign that each
member of the wu was, for his or her young age, a paragon
of his or her Dharma even before the wu formed. Indeed,
separately, each would have been known throughout the
Middle Kingdom, but together they were able to function as
five limbs of one body, and in so doing they assured their
fame.
Most Kuei-jin, at least those from the Quincunx, can rattle off
by rote the reasons the Flashing Carp мои was the ideal unit.
The Flashing Carp wu was carefully chosen, assembled and
blessed by the venerable ancestors of the Flesh Court, its
first important step in attaining fame. Secondly, the members
quickly grew to respect each other, despite not taking an
instant liking to one another. Thirdly, each member had an
unusually strong guanxi to each other member. Fourth, the
wu's nushi was of legendary power and granted many
blessings to the Flashing Carp wu. Many modern Kuei-jin are
so tired of hearing about the damned Flashing Carp and what
made them so damned special that the memory of this
august wu is frequently shown great disrespect. This is
alarming to the jina, as it is likely to inflict bad joss upon the
unwise Kuei-jin making the remarks.
The Flashing Carp wu, it is said, still acts as an agent of the
Flesh Court (another good sign), although the members are
all sufficiently advanced upon their Dharmic paths that they
are all most revered ancestors and only gather infrequently
when some great need pulls them from their meditations.
Some disrespectful rumors claim that the Flashing Carp wu
were ultimately seduced by the Yama Kings, defiled by their
own arrogance, but of course only the young would ever be
so disrespectful to suggest such a thing.
The terrible Flayed Monkey wu, on the other hand, is never
spoken of by the jina of the Quincunx because no greater
aberration exists in their eyes.
When the Golden Courts were about to fall to the akuma
nearly a millennium ago, Piyau Payung, a bodhisattva of the
Thrashing Dragon path, came out of the jungle with five
Penangallan and annihilated scores of akuma. According to
the Quincunx policy on wu, nothing could be worse. A
bodhisattva lowering herself to work in a wu with the much
less enlightened? Who can believe such a thing? Worse, the
number was off; every Kuei-jin knows that a wu contains five
members; anything else is inauspicious; a six-member wu is
nothing but a vehicle for disgrace. The wu was terribly out of
balance as well; four Thrashing Dragons is bad enough, but
tempering them with two Devil Tigers? It's a clear violation of
the will of Heaven and an invitation to foul joss.
But the fact remains that the Flayed Monkey wu acted as a
spectacular example of a war wu and, working in concert,
destroyed akuma after akuma. Four of the Penangallan of
the wu still reign over their courts, and they come to each
other's aid when the akuma problem reaches crisis level
(which has been most of the time, of late).
As an example of a wu gone awry, the Quincunx typically
tosses out the example of the Gnashing Dragon wu. The
most reviled wu in Kuei-jin history, the Gnashing Dragon wu
did everything wrong and suffered the grave consequences.
The ancestors of Beijing were lax, and allowed this wu to
form of its own accord, free of their wisdom or assistance.
"How could it not have gone bad?" ask the mandarins. The
seven Kuei-jin who formed the wu knew there were too many
for a practical wu, but joined together anyway because "they
liked each other." Slipping through cracks in the system, the
seven ran away and performed their own guanxi and thereby
doomed themselves. Almost immediately, the two Thousand
Whispers began holding themselves aloof from the wu,
claiming to be the leaders because only they could balance
all the elements of leadership. This created resentment.
When Far Lau, the Resplendent Crane, tried to meet with
them to explain their folly to them, they bound him in chains
and buried him, still struggling, in the earth. As the ancestors
of Beijing began uncovering the pieces of this tragedy, the
two traitors knew their deed would be discovered and so they
bargained with the Yama Kings for protection. The price the
Yama Kings charged for this rescue was, of course,
servitude. The two agreed to hand over each member of their
wu, one by one, until the Yama Kings had fed on the souls of
four of the wu. By then, the ancestors realized what had
happened, and the Yama Kings watched, laughing, as the
two akuma were executed. Only months later did they find
the body of Far Lau, devoid of Chi, his soul long since gone
screaming into the lacerating winds of Yomi.
The Shiva Lingam, a wu from the Infinite Thunders Court,
bears little in common with what the Quincunx would call a
wu and yet embodies the ideal perfectly. Three male Kuei-jin
following the Rising Phoenix path joined themselves together
in guanxi and together swore allegiance to a nat (or nushi) of
the hearth. The three of them were scholars of the night,
teaching wisdom to those who would stay up to hear them;
they existed largely as they did when they were alive, simply
avoiding the sun and begging at night for blood-alms from
those they taught. They challenged each other to strengthen
their H'un and fight their P'o, and become Brahmins, which,
one by one, they did. It was shortly thereafter that the three disappeared. Rising Phoenix scholars insist that this is proof
of their Dharmic path, but none can say for sure.
Chapter Two: The Demon
People
I do not think about hunger.
I hear my grandmother, old and shrill, telling me one more time the story of the greedy old woman.
"And do you know what then? She watched her husband lie upon his mat and die, all because she
would not share one rice cake. You may think about this story now."
And she would leave me to kneel on the woven tatami for hours while she prepared the tea and
the food for my father. I became used to hunger then, and waiting.
It is a good thing that I am patient. The gaijin will die in the proper way, at the proper time. I will
wait.
The father who does not teach his son his duties is equally guilty with the son who neglects them.
- Kung-fu Tzu (Confucius)
Although the Kuei-jin claim recognition as the sole vampires
of Asia, they are not the only inheritors of the powers of
unlife. Their curse, found throughout all the lands of the
Middle Kingdom, is a legacy that conceals the other shen
that roam the nights. While most Kuei-jin cling to their courts
and their heritage, the outsiders of vampire society wait on
the fringes, engaged in their own games and plots. These
pretenders are widely dismissed, even considered nothing
more than fanciful rumor. Such an image, of course, allows
the other shen to bide their time, working in the hidden
corners where even the "civilized" Kuei-jin fear to tread.
Kuei-jin
Much has already been said of the Kuei-jin in Kindred of the
East. They are the most pre-eminent among the unliving in
the East, though they are not the only vampires among the
shen. Some of their capabilities bear clarification.
Demon Arts and Shadow Soul
Kindred of the East p. 107 calls for a shadow nature roll
whenever a Demon Art is invoked; Black Wind, on p. 108,
requires a roll to resist falling to fire soul. Both of these are
correct: The Kuei-jin must resist the temptation of the
Demon, and then, upon using the Black Wind, must fight
against berserk rage. For that matter, despite the flavor text,
Black Wind costs Demon Chi. The expended Chi does not
automatically return.
Incidentally, reactive uses of Demon Arts (such as Iron
Mountain) do not require a roll for shadow nature.
Demon Chi
Demon Chi is not true "animating" Chi energy; it is the
demonic energy of Yomi itself. As such, it cannot be used for
many of the functions of typical Chi: It does not count when
determining whether a Kuei-jin survives Final Death, and it
cannot be used to rise for an evening. Conversely, it is not
subject to the Chi expenditure limits of Dharma; it is limited
only by the user's Stamina Attribute.
Bushi, Gaki And Kindred of the East
Previous Vampire supplements - the first edition of A World
of Darkness and Dark Alliance: Vancouver - showcased
some early interpretations on the vampires of Asia from a
Western context.
Think of these descriptions as how a Kindred of the Camarilla
might describe a Cathayan, and how that reflects the
Kindreds' perception of themselves; in their arrogance, most
of the Kindred presume that the Cathayans are simply
another bloodline. They are, of course, quite wrong.
Converting characters of this sort is simple - Attributes,
Abilities and Backgrounds remain largely unchanged. The
Rift Discipline can be exchanged for the Discipline of
Tapestry or Cultivation; the Kai Discipline can be replaced
with Kiai (in this book) or Obligation (in Kindred of the East).
Humanity becomes Hun; Self-Control/Instinct becomes Yin
Chi; Courage becomes Yang Chi; P'o equals 8 minus
Conscience/Conviction. Dhampyrs
Like the sun on the horizon, bloated and waning, dhampyrs
exist in the boundaries between life and death. Born with
dead blood in their veins, they must walk a delicate road,
unable to fit in mortal society due to their unnatural hungers
and capabilities, but also unaccepted among the Kuei-jin
because of their status as half-people. This lonely path leads
to great yearning and frustration, to a life spanning
generations, combining the frailties of humans with the
despair of immortals.
The Kuei-jin, as dead creatures of stolen Chi, are capable of
simulating life with Yang energies. This is little more than a
simulacrum, though; even their children are tainted by death.
Whether born of a human parent and a vampiric parent, or by
the union of two vampires, dhampyrs are sustained as much
by the mortuary forces of undeath as by any half-living tissue.
As a result, dhampyrs can survive like humans, but they
share the passions of their parents and the risk of falling to
karmic corruption.
Gifted with superhuman resilience, dhampyrs can expect to
live hundreds of years. Some survive as many as three
centuries, and a few are rumored to exceed even that
lifetime. Given this slow maturation, it's no surprise that they
often share the outlooks of their vampire parents. Of course,
for people surrounded by life and forced to watch it all die
(able to interact without the curses of shadow or sundeath,
but still far beyond other humans) this span can be an
agonizing period of grief and dehumanization. It is little
wonder, then, that the eldest dhampyrs are remorseless
creatures of no compassion, and that even young ones relate
to humankind with difficulty.
The powers of vampiric heritage are no mean matter, though.
A dhampyr draws upon Chi energy much like his parents,
able to shape and use his body's forces in ways that most
humans master only with rigorous training and self-discipline
(if at all). Although these talents pale in comparison to the
greater Disciplines of the Kuei-jin, they are nonetheless a
potent edge in the centuries of conflict and alienation.
Additionally, dhampyrs can steal the Chi of other creatures,
just like their parents, though such "feeding" carries moral
repercussions.
Dhampyrs in Kuei-jin Society
Much like their Western counterparts, the revenants and
ghouls, dhampyrs are outsiders, servitors and occasional
foes to the Kuei-jin. Unlike the sad and frangible servants of
the West, though, dhampyrs do not require the grace or
sustenance of their Kuei-jin progenitors. Once he comes of
age, a dhampyr is as free as any mortal - shackled only by
the obligations that he chooses to accept and by the threats
that his contemporaries may level.
As a result of their relative freedom to walk in both the
shadow world and the mortal one, dhampyrs are valued as
ambassadors and go-betweens. Often, a court will grant a
dhampyr the status of heimin, considering the nominal
outsider a half-person, figuratively as well as literally. In this
fashion, the court can properly call upon the dhampyr for
services, while recognizing his contribution to Kuei-jin
society. Of course, not all dhampyrs choose this route, and
the rogues and vagabonds of this nature rarely have any
positive interactions with the courts. Indeed, some
particularly recalcitrant dhampyrs have had the misfortune to
find themselves akuma, shunned and hunted by the Kuei-jin.
Raising a dhampyr is a difficult undertaking at best for a
Kuei-jin. After all, the dhampyr lacks many of the definitive
weaknesses of the Kuei-jin. The prospect of carrying a halfdead
child to term is also a rather disturbing one for most
Sunset People. The potential rewards do lead some Kuei-jin
to this course in any case. The prospect of a nigh-immortal
child, well trained and positioned to fulfill obligations in both
human and vampire society, has a definite appeal. Raising
the child is a daunting prospect, especially given the Kuei-jin problems of fire soul, and strictest secrecy is required; it
would not do to have one's offspring taken by the
government or influenced by other members of the court,
after all. Kuei-jin rarely, if ever, sire dhampyrs without some
sort of agenda - and this agenda always shapes the
dhampyr's formative years. A dhampyr may be a pawn in a
political game, a half-human filling a needed role in crossing
societies, even an object for affection that was never
received in life, but dhampyrs are rarely accidents. Whatever
their functions, dhampyrs are tools first, not children. As a
result, maturation for dhampyrs is... intriguing... to say the
least.
Growing up is difficult for dhampyrs. Their passions set them
apart from their human relatives and friends. Their Kuei-jin
parents use them as objects without consideration to their
dreams and ambitions. A dhampyr must either accept a
perpetual role as a servant and functionary, or else break
with his parents to determine his own role; he must build his
own direction and life out of individual choice. Conceived as
a tool, hi' must become a person.
Once the dhampyr leaves his parents' mold to build his own
life, he occupies an uncertain place in Kuei-jin society. He is
not returned from the grave to fulfill karma, and so he is
abjured from participation in the courts. At the same time, his
slowly aging body, unusual powers and subhuman thirsts
often drive him out of mortal contact. He may choose to
travel between courts, or to hide amongst the fringes of
mortal society - but he will not be accepted in either world.
No wonder, then, that many dhampyrs are loners and
wanderers by choice and by nature. Selling their services to
the highest bidders, the Shade Walkers are free to forge я
destiny unfettered by Dharma or mortality.
Dhampyr Characters
Creating a dhampyr character proceeds much like a mortal.
Of course, with their half-natures, dhampyrs are more
complex than most mere humans. Although fantastic, they
are still mortal, and dhampyrs are rarely a match for
experienced Kuei-jin - though there have been notable
exceptions.
Kuk's Story
In my passion, I had failed.
I took a lover, it is true, from the mortals around me. I had
been around them too long I felt my balance shift toward the
exuberance of life and away from the staid, cold yoke of
undeath. It was weak; I was weak. What I had thought was
lust was something less. Something foreign to one such as I.
I told you before, how I kissed him good-bye afterward How
we made love among the bones How he fucked a corpse m a
graveyard I thought myself so much superior - I took pride m
letting him live, tweaking the Strings of this mortal puppet's
life.
He gave me more than I had bargained for. He gave me a
child.
From the first night I awoke with the extra hunger, I knew my
transgression. As my belly swelled with the dead fetus
growing in my cold womb, I felt the pain of failure. I could not
bring this to be.
On the sixtieth night, under the watchful eye of Black
Dragon's Moon, I returned to that graveyard.
With a knife, I cut myself open, pulling out the cursed child
that lived and died within me. My blood, its blood - our bloodwashed
over me and I laughed and cried together. Neither of
us deserved the fate this monster-child would have brought
us.
Out of mercy and hate, I snapped its frail neck I buried it
beneath the bones where it had been conceived. And I have
not taken another lover since.
Concept
Dhampyr's lives (such as they are) are defined by their
parents. The unusual circumstances that lead to the birth of a
dhampyr are rare enough to merit exploration. After all, the
Kuei-jin parent must be Yang-imbalanced to sire a dhampyr.
If female, she must make an effort to keep the child viable.
He is likely to have an insightful view into vampiric society
and a disdain for most mortals unless the dhampyr was
somehow raised solely by a mortal parent and remained
unaware of his true nature, As a result, few dhampyrs "fit in"
to human society. Most are drifters, eccentrics or vagabonds
who seek employment where they may, and rely upon their
special skills and the patronage of Kuei-jin to survive. Nature, Demeanor and P'o Nature
Torn by two sides of a paranormal world, dhampyrs are far
from cardboard caricatures. They are just as prone to
extremes

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They are just as prone to
extremes of personality and belief as any other mortal with a
passionate connection to the supernatural - perhaps more
so, due to the fiery extremes of their dual souls. Dhampyrs
rarely have Natures that fit into society and tradition; as
perennial outsiders, they are more likely to be Visionaries,
Rebels, Deviants, Loners and the like. Of course, the face
that a dhampyr puts on when dealing with the mortal world is
subject only to the whims of the dhampyr. Dhampyrs can
select from the full range of Natures and Demeanors, though
some (Traditionalist, Conformist, Follower, Conniver, Bon
Vivant) are rarer than others.
Because dhampyrs have Demons just like Kuei-jin (albeit
much weaker), they must also choose P'o Natures. The P'o
Nature, however, does not determine when the P'o can test
for shadow nature. Indeed, the Demon is incapable of such
dominion over a dhampyr in any case, one of the benefits of
the weakened immortal blood.
Attributes
Dhampyrs are mortal, and subject to many of the same
limitations as other humans. However, the circumstances of
a dhampyr's creation almost guarantee that the parent or
parents take an active hand in forming the dhampyr's life. As
a result, most dhampyrs are exceptional specimens in terms
of their capabilities - dhampyrs gain 7/5/3 Attribute points to
spread among their primary, secondary and tertiary Attribute
groups, much like their inhuman parents. The limits to
dhampyr abilities reflect their mortal heritage; a dhampyr is
limited to five dots in any Attribute.
Abilities
With long life spans and access to unusual training from
Kuei-jin, dhampyrs have exceptional capabilities. Though not
necessarily as well trained as a jina or even a mortal shih,
the dhampyrs are forced to develop their abilities just to
survive the constant shadowy struggles of the shen, even if
they choose to avoid such battles. Dhampyrs have 13/9/5
Attribute points to split among their Talents, Skills and
Knowledge, and are subject to the usual limitations: no more
than five dots in any Ability, and no more than three dots in
any Ability during the Ability assignment step of character
creation.
Disciplines
Mastery of Kuei-jin Disciplines comes only with long and
difficult training for dhampyrs. A dhampyr character has one,
and only one, Discipline at the beginning of play - a single
trick mastered through excoriating practice. Dhampyrs may
learn only Shintai Disciplines and Demon Arts; the Soul
Disciplines and Chi Arts are beyond their ken (except for
Feng Shui and Tzu Wci, which may be learned by dhampyrs
just as they may be learned by any mortal).
Learning a new Discipline is a taxing undertaking for a
dhampyr. Like ghouls, dhampyrs are not completely skilled in
the development of vampiric Disciplines. The first dot of a
new Discipline costs 20 experience points to develop;
additional dots (if the dhampyr is so fortunate and skilled)
cost 15x the current rating in the Discipline. Dhampyrs reach
their peak in Disciplines with age. A dhampyr's maximum
Discipline rating is equal to his age in centuries (rounded up),
so a 276-year-old dhampyr can have up to three levels in all
of his Disciplines (and is likely quite decrepit and ready to fall
over and die). Since all dhampyr characters entering play are
assumed to fall into the range of 25 to 50 years of age, they
are effectively limited to the first dot in Disciplines, although
the Storyteller's dhampyr characters may be old enough to
show exceptional prowess.
Backgrounds
Although dhampyrs rarely partake deeply of mortal society,
they do not shun utility. Mortal ties are not paramount in the
half-lives of the Shade Walkers, but neither are the dhampyrs
bereft of such connections. A dhampyr may use any of the
Backgrounds that a Kuei-jin may use, and has 5 points to
distribute among those Backgrounds. Similarly, Backgrounds
that are barred to Kuei-jin are not allowed to dhampyrs.
The Salutary Question:
Dhampyrs and Kin-jin
Dhampyrs, because of their unique half-state as living
vampires, do not interact well with the Children of Caine. A
dhampyr cannot be ghouled; drinking the blood of a Kin-jin
(which a dhampyr would probably never do willingly) simply
restores Chi energy to the dhampyr (one Chi per blood
point). Similarly, dhampyrs cannot be Embraced. If drained of
all blood or killed and then fed vitae, they remain dead.
Dhampyrs can be born to any human and Yang-imbalanced
Kuei-jin parent, or even as the offspring of two Yangunbalanced
Cathayans. Dhampyrs cannot result from a
crossbreed between a Kuei-jin and a shapeshifter (as if that
would ever happen!), since the spiritual nature of the shifter
and the dead energies of the Kuei-jin combat one another.
In a similar vein, dhampyrs cannot be Kinfolk or shifters; the
half-dead blood kills whatever spiritual component may have
been passed on by the dhampyr's parents. As already
Awakened entities, dhampyr cannot use True Magick,
although a dhampyr could use sorcery (just like a ghoul or
revenant). Dhampyrs also can't be Kinain to changelings; the
banality of their half-dead blood prevents this. Humanity
Because they are still somewhat mortal, dhampyrs have a
tenuous tie to humanity. However fragile, this slender thread
is still a representation of the dhampyr's sanity and
connection to his living side. Calling upon this human
heritage gives the dhampyr some ability to combat the darker
urges of his vampiric half, but the man within the Shade
Walker is also vulnerable to the pain, loss and suffering of
human compassion.
Like other mortals, the dhampyr cannot lose his last vestiges
of Humanity, no matter how far he descends - only madness
lies in that direction; actions that would lead to the loss of the
last point of Humanity instead give the dhampyr a
Derangement. Dhampyrs have P'o ratings just like their Kueijin
parents, though, and must be careful to avoid awakening
the fitfully sleeping Demon.
Dhampyr characters do not use Dharmas - the salvation for
the reborn is not the path for those once born in shadows. Of
course, some dhampyrs still espouse the particular virtues of
a given Dharma, but they must abide by their Humanity as
well, just as dictated by Heaven. It is unheard of (but not
impossible...) for dhampyrs to follow Paths of Enlightenment -
no dhampyr would ever admit to stooping to such conduct.
Then again, coming in contact with a Path of Enlightenment
enough to learn it should be ludicrously rare for a dhampyr.
Unlike vampires, dhampyrs do not suffer from drowsiness'
during the day, though most are, in fact, nocturnal by choice.
Sunlight is uncomfortable to dhampyrs. As a result,
dhampyrs only suffer Humanity limits to dice pools while in
direct sunlight; if under shelter or, otherwise, in shade or
darkness, a dhampyr functions with full efficiency even during
the day. However, dhampyrs still suffer the social
consequences of low Humanity (see Vampire: The
Masquerade, pp. 134-136), and a given dhampyr's
appearance becomes noticeably more monstrous and bestial
as his Humanity ebbs.
A dhampyr's beginning Humanity rating is equal to his
Conscience and Self-Control virtues added together.
Additional Humanity costs one freebie point per dot.
Improving Humanity costs twice the current rating in
experience points; additionally, the dhampyr must show
some true connection to his human nature in game play, a
task generally requiring exceptional and long-running
roleplaying.
P'o
Though the Demon rests just below the surface of the
dhampyr's consciousness, it is a lethargic counterpart. Not
quite as fierce as the Demon riding a Kuei-jin, a dhampyr's
Demon is less of a subtle tempter and more of a barely felt
urge toward monstrosity.
All dhampyrs begin with one point of P'o - this is the heritage
of the Demon. Dhampyrs risk increasing P'o energies if they
stray from their human ways too often and too heinously. Any
time that a dhampyr botches a roll of Conscience (see
Virtues, below), he gains a point of P'o. Each permanent P'o
point reduces the character's maximum Humanity by one, so
no dhampyr can have a humanity rating above nine (due to
starting with a P'o of one).
Unlike Kuei-jin, dhampyrs are not susceptible to shadow
soul. Still, the Demon makes whispered threats and
promises, and all dhampyrs must learn to contend with it.
Any time the dhampyr makes a Virtue roll of any sort, the
Storyteller rolls the dhampyr's P'o rating (difficulty 6); each
success removes one success from the Virtue roll.
Dhampyrs do gain Demon Chi from their P'o, just like Kueijin,
and can use it for all of the same purposes: increasing
speed or strength, growing fangs, powering Disciplines, etc.
As always, a dhampyr may not spend more Demon Chi in a
turn than his Stamina rating. Also, since the Demon is not as
strong in dhampyrs as it is in Kuei-jin, dhampyrs only roll one
die to regain Demon Chi at the beginning of a new evening,
regardless of P'o-the dhampyr's demonic energies return
slowly and erratically. This roll is always made at sunset.
Dhampyrs who die with P'o ratings of three or more come
back as full Kuei-jin. This is rarely a blessing of any sort.
Virtues and Chi
In conjunction with their humanity, dhampyrs have the virtues
of Conscience, Self-Control and Courage. Any given
dhampyr's Conscience resists the seductive whispers of the
Demon and keeps the dhampyr true to his human nature; his
Self-Control allows him to resist fire soul; and his Courage
allows him to resist wave soul. These actions are taken as if
the dhampyr was a Kin-jin. (See Vampire: The Masquerade,
pp. 133-134.)
However, a dhampyr is more than just a mortal- the dhampyr
is a creature of burning, writhing Chi energy. Like the demonhunting
shih, dhampyrs can use their Chi energy to perform
incredible feats. The amount of Chi a dhampyr has access to
is determined by his Self-Control and Courage; Yin Chi
equals Self-Control, while Yang Chi equals Courage. Of
course, the dhampyr normally has 10 points of Chi in his
body; being only half-unliving, though, he cannot channel it
as effectively as a true Kuei-jin. Thus, a dhampyr with Self-
Control 3 and Courage 4 finds himself able to use only seven
of his Chi points, despite his body's pool of 10 Chi.
Using Chi energy taxes a dhampyr, just as it does a mortal.
For every two points of Chi energy used, the dhampyr suffers
one health level of bashing damage. The dhampyr may not
use Chi in excess of his appropriate Virtue ratings unless a
successful Stamina roll, difficulty 9, is made - each success
allows the dhampyr to access one additional point of Chi, but
also costs a health level (of non-soakable lethal damage) and forces a Conscience roll (difficulty 8) for loss of Humanity as
the dhampyr burns out her very spirit. Dhampyrs may only
call upon one point of Chi energy in any given turn; the Kueijin
capacity to direct large quantities of Chi is beyond the
capacities of dhampyrs' mortal husks.
Dhampyrs are not limited to restoring their Chi energy with
rest, though. A dhampyr may also feed on the Chi of others,
gaining stolen sustenance just like a vampire. To do so, the
dhampyr must eat flesh. Dhampyrs cannot absorb Chi from
blood, breath or dragon nests, as they lack the Dharmic
enlightenment to do so. Each health level "eaten" from a
victim returns one point of Chi to the dhampyr's Chi pool, and
restores the requisite health. However, such an act almost
certainly mandates a test of Conscience.
The normal uses of Chi energy besides Disciplines -
animation, Ghostsight and the like - are not available to
dhampyrs. Since a dhampyr is not a damned soul housed in
a dead body, the ghostly powers of Lifesight and Ghostsight
are not accessible. Dhampyrs require food, water and sleep,
just like normal humans; Chi energy is not required to
animate them, although a dhampyr may elect to spend a
point of Chi energy (either type) to stave off hunger, thirst
and fatigue for one day.
Dhampyr Character Creation
Trait Starting Values Freebie Cost Experience Cost
Attribute 7/5/3 dots 5 per dot Rating x4
Abilities 13/9/5 dots 2 per dot Rating x2 (3 for new)
Disciplines 1 dot 10 per dot Rating x15 (20 for new)
Virtues 7 dots 2 per dot Rating x2
Humanity Conscience + Self-Control 1 per dot Rating x2
Willpower Courage 1 per dot Rating x2
Starting freebie points: 15
Dhampyrs do not suffer from Chi imbalance in the fashion of
Kuei-jin, though they are certainly just as vulnerable to
artificial Chi imbalance (through Disciplines or other effects)
as anyone else.
Willpower
A dhampyr character's starting Willpower rating equals his
Courage Virtue rating. Willpower can be improved with
freebie points or experience points at the usual costs: one
freebie per dot or twice the current rating in experience
points. Willpower can be used for all of the functions -
Disciplines, resisting mental intrusion, improving physical
performance - that Kuei-jin can use.
The mental fortitude of a supernatural creature is part and
parcel of the dhampyr, and as such, dhampyrs can resist
various supernatural powers on par with vampires, witches,
ghosts and their ilk. Any power that finds supernatural targets
more difficult to affect, or that can be resisted by supernatural
subjects, is limited similarly when used against a dhampyr.
Merits and Flaws
Obviously, many of the problems and benefits specific to
Kuei-jin are not relevant to a still (mostly) living dhampyr. In
particular, dhampyrs cannot have the Kuei-jin Flaws: Defiled,
Different Body or Vengeful Ancestors, nor should they take
Merits or Flaws from the lists of those barred to Kuei-jin.
The Flaw: Akuma may be taken. In this case, the dhampyr
has been branded a traitor and outcast, although few
dhampyrs survive long after such a sentence.
Health
Dhampyrs have the same number of health levels as a
regular human or Kuei-jin. However, the hardiness of their
perpetually dying bodies fortifies them with resilience beyond
a human's. In game terms, dhampyrs gain a full soak roll
against lethal damage as well as the usual soak-versusbashing
damage. Unlike true vampires, dhampyrs do not
take half damage from bashing attacks. Also, dhampyrs have
difficulty with fire and mystical attacks, just like Kuei-jin; such
attacks are aggravated and cannot be soaked without special
powers. Sunlight does not inflict damage on dhampyrs,
though many find it uncomfortable and are, thus, nocturnal by
choice.
The half-living flesh of dhampyrs does heal with time. A
dhampyr can heal just like a mortal (see Vampire: The
Masquerade, p. 219), although this process is rather lengthy.
Using Chi to heal is more efficient. A dhampyr may use Chi
to heal wounds like a Kuei-jin: One point of Chi heals one
level of damage, while five points of Chi can repair one level
of aggravated damage. Of course, the dhampyr may still suffer the usual health-level injury from using this Chi, but
such fatigue is easily overcome with rest. Thus, the
dhampyr's wounds close and knit, and he finds himself
exhausted for a short time but miraculously recovered.
Once a dhampyr drops below Incapacitated, the character
fades quickly. As with any mortal, the dhampyr can and will
die from blood loss, shock and major organ damage.
However, the dhampyr may survive trauma that would
immediately kill most mortals. If the dhampyr is reduced
below the Incapacitated health level with lethal damage,
make a Stamina roll (difficulty 9) success indicates that the
dhampyr amazingly hangs on to half-life at the Incapacitated
level. Aggravated damage beyond this point kills the
dhampyr automatically, of course, and a foe who suspects
the dhampyr's resilience can take measures to insure the
death of the Shade Walker. Still, if a dhampyr is filled with
bullets and left for dead, he may well survive to wreak
vengeance on his unsuspecting tormentors.
Dhampyrs do not suffer from the rigors of old age as readily
as mortals. Once mature, dhampyrs nearly stop aging; barely
a year of subjective age affects a dhampyr each decade
afterwards. It is not unusual for a dhampyr to have a
productive life for one to two centuries, barring accident,
injury or the lassitude of eons; indeed, some dhampyrs are
rumored to be more than 300 years old. However, for game
purposes, dhampyr characters are considered to be between
25 and 50 years of actual age (an apparent age between 18
and 23, in most cases).
The Little Details and Mechanica
Although the new character types are included for the
purposes of making the Middle Kingdom a more
cosmopolitan and diverse place, not everyone will take them
in the spirit with which we offer them. You know these people
- they're the scapegraces who want to play Embraced
werewolf mage faeries with True Faith. To that end, and for
the purpose; of keeping the Middle Kingdom mystical instead
of downright weird, please be aware of the following
guidelines.
Hengeyokai and other shen may not become Kuei-jin.
Hengeyokai, though they may (rarely) go to Yomi when they
die, are not reanimated in their former bodies. They are
already creatures of as much spirit as flesh, and are far more
likely to rejoin the cycle as a new (and therefore "normal")
Hengeyokai than they are to spend much time in the world of
the Yama Kings. As always, returning from the dead shatters
a mage's avatar: While it is possible to have a Kuei-jin who
was once a mage, he's not going to be wielding any spheres.
Obviously, wraiths are already dead, and if they somehow
get stuck in я mortal body as a Kuei-jin, they fit the definition
of Kuei-jin, and lose Arcanoi for Disciplines. Hsien, like
hengeyokai, are already creatures of spirit, and are likewise
destined for other purposes than eating flesh under the blood
moon of Tokyo.
While a dhampyr may become a "vampire hunter," we find it
difficult to imagine that any Shih would be too enthusiastic Ю
instruct the child of a monster in the esoteric ways of her
righting arts. Unless your Storyteller is completely deranged,
dhampyr may not learn Qiao or begin play with an 8/6/3
Attribute spread. It's not physically impossible, but the sort of
training required (not to mention the willingness of the
teacher to do it) has made certain that no dhampyr Shih has
walked the Earth in the course of history. (Storytellers, we're
willing to lay 10-to-l odds that at least one of your players
asks for your permission to be "the only one," since it's not
technically impossible. Just say no, unless you're playing a
very, very cinematic game.) Yulan-jin
Not all souls that escape Yomi have the resilience to return to
their own bodies. Shredded by the winds of Hell, some souls
find that they cannot hold fast to the physical world. These
wandering ghosts must return to bodies not theirs in order to
fulfill their roles among mortals.
The Yulan-jin are body-hopping Kuei-jin. Due to a lack of
spiritual fortitude or to the demands of Hell, the Yulan-jin find
themselves in a constant cycle of death and rebirth. When a
Yulan-jin "dies" (or "passes on"), his soul moves out to find a
new host. The former body, tainted with the residue of the
Yulan-jin's leaving soul, is unsuitable for further use. The
Yulan-jin has no real control over the choice of the new body;
indeed, some tales attribute the Yulan-jin with a disturbing
possibility of finding themselves in the bodies of gaijin. The
P'o, enraged and seeking a home, simply picks a likely
corpse, and the Yulan-jin slides into animation once more.
Personality, memory and identity pass into the form with the
soul, but the Soul Jumper often finds his memories clouded
and fragmented. Old friends and allies may be many hundred
miles away, and the trappings of the material world are nor
taken with the spirit when it claims a new body. Thus, each
new life requires that the Yulan-jin begin anew.
Few Yulan-jin rise above the perils of their condition to fulfill
their Dharmic paths. Indeed, as they pass through multiple
unlives, their memories blur and their personalities become
lost in the wash of time. Only through the most extraordinary
effort can a Yulan-jin maintain a hold on who he is and what
he is doing; for the majority, though, unlife is an eternity of
moving from role to role without understanding, or hope of
salvation.
Yulan-jin Society
At first glance, it is impossible to tell a Yulan-jin apart from a
Kuei-jin. Outwardly, both are animated dead, both are souls
returned from Hell to pay for a karmic debt. Indeed, a newly
returned Yulan-j in is essentially identical to a Kuei-jin in all
respects, and may even be inducted into a court or wu.
Once a Yulan-jin "dies," though, her true nature becomes
apparent. Instead of hovering near the body to return from
the Little Death, the Yulan-jin's spirit wanders until it finds a
new and suitable host. Obviously, at this point, the Yulan-jin's
nature becomes apparent. Although many young Running
Monkeys and disciples have never heard of Yulan-jin, some
elder will doubtless take die opportunity to bring up the
lesson, and the Yulan-jin will find himself removed from his
position in court and wu - one cannot have respectable and
responsible duties if one does not have a stable body, after
all.
Since they cannot reside among die courts, Yulan-jin form
their own sorts of societies. Generally, a Yulan-jin takes a
particular use name - a name that remains constant from life
to life - while otherwise adopting the trappings of the new
body. So that one Yulan-jin can recognize another, they refer
by their use-names when among other undead (often
prefaced with "Yulan" so that a Soul Jumper can be
distinguished from a Kuei-jin - "Yulan-Ho or Yulan-Shin" ) .
Armed with an identity that passes from body to body, the
Soul Jumpers keep some sort of contact. Unfortunately,
when a Yulan-jin passes on, there is no way to determine
what body will rise or how far away it will be. As a result, a
Yulan-jin could easily find himself in a new form several miles
from his old compatriots. Given this problem, it's no surprise
that Soul Jumpers don't form close ties or settled societies,
but rather have nomadic unlives where reputation counts for more than personal interaction. Stories told about a given
Yulan-jin are passed through other Soul Jumpers as they
move and interact; those who accomplish great deeds or
hold on to their forms for extended periods of time are
accorded respect.
Yulan-jin Character
Since Yulan-jin are effectively Kuei-jin who simply change
bodies from time to time, character creation is
straightforward. It's the changing of bodies that leads to the
complexities of character. A Yulan-jin character in built just
like a regular Kuei-jin, with only minor exceptions. Unless
stated otherwise below, assume that character creation and
abilities function for a Yulan-jin just as they do for Kuei-jin.
Detecting Yulan-jin
Outwardly, a Yulan-j in seems like any other Cathayan -
there is no visible difference from other Kuei-jin unless one
actually watches a change of bodies.
However, the soul of a Yulan-jin is marked and starred by its
passage through Hell and its subsequent traumatic trips
through varying bodies. Indeed, each time the Yulan-jin
changes bodies, a piece of the soul is left behind. As a result,
the various Soul Arts can sometimes tell a Yulan-j in from a
normal Kuei-jin. The Cultivation power Scrutinize, the
Obligation power Soul Bridge, and the Chi'iu Muh power
Purification can all determine the true nature of a Soul
Jumper, as long as three or more Successes are scored on
sensory rolls with the appropriate Disciplines. Whether or not
the Soul Jumper is recognized as something different
depends upon the occult knowledge of the scrutinizing Kueijin
in question.
Concept
A Yulan-jin's concept does not necessarily differ markedly
from a Kuei-jin's. The separation lies in the additional thought
required to flesh out the character's background. Did the
Yulan-jin have other lives before this one, or is this the
character's first Second Breath? What settled the Yulan-jin
upon his particular Dharma? Does the Yulan-jin have a place
in Kuei-jin society at present, or has his nature been
uncovered? Did the Soul Jumper leave friends and family
behind, or has he decided to sever all such attachments?
Ultimately, the unavoidable exigency of passing on forces all
Yulan-jin to think about these questions.
Willpower
Lacerated by the winds of Hell while escaping Yomi, a Yulanjin's
soul rarely has the spiritual fortitude common to Kuei-jin.
As a result, starting Soul Jumpers must have a Willpower
rating between three and five.
Dharma
Soul Jumpers can choose any of the Dharmas available to
Kuei-jin, although the constant shifting of bodies precludes
much development. As a special note, even the Thousand
Whispers Dharma is difficult for Yulan-jin. Despite physically
changing bodies, the Soul Jumper does not fill that Dharma's
tenets well: The Thousand Whispers Dharma requires that
the individual learn everything possible from a given life
before discarding it. The Yulan-jin are often forced to discard
incomplete lives.
Body Swapping
Regardless of skill or desire, all Yulan-jin find themselves
changing bodies eventually. There are several circumstances
under which a Yulan-jin may find his soul ousted from his
current body. Although different events can trigger passing
on, die result is always the same.
A Soul Jumper passes on when:
• His temporary Willpower rating reaches zero;
• His temporary Chi of either type is completely
exhausted; or
• He suffers the Little Death.
A Yulan-jin suffering the Final Death does not return to claim
a new body - the spirit is claimed by Yomi.
As soon as the Yulan-jin passes on, his body drops to the
ground, truly and completely dead. The body suffers
whatever sort of decomposition is expected for a corpse of its
age. The soul then flees to the8 Mirror Lands, wandering the
Underworld for days or weeks until it finds another suitable
corpse. During this time, the soul undergoes the excruciating
journey through Yomi until Fate finds another body for it.
(Storytellers are encouraged to lead the player's character
through the Thousand Hells if they don't mind taking a short
break from the troupe's actions or for a little one-on-one
roleplaying). Additionally, all of a Yulan-jin's guanxi break
when she shifts bodies.
Because a Yulan-jin's soul has had a true body for some of
its existence, it seeks out bodies of that sort. Thus, it is rare
for a Yulan-j in to take up residence in a body of a different
gender, or with wildly different physical characteristics. Thus,
Yulan-jin characters do not change their Attributes or
Physical Merits and Flaws when changing bodies, unless
specified by the Storyteller.
The process of wandering the spirit realm and taking a new
hose does impact a Yulan-jin's memories and personality,
though. Often, upon taking a new body, the Soul Jumper
experiences disorientation and loss of some memory; this
may last for a day, or it may be permanent. When a Yulan-jin
takes a new body, make a Willpower roll (difficulty 7). If less
than five successes result, the Yulan-j in suffers some loss of memory; any Ability (but not Virtue or Discipline) rated higher
than the Yulan-jin's Willpower loses one point. If less than
three successes are scored, the Soul Jumper loses a
permanent point of Willpower - the downward slide into
oblivion accelerates as the soul remains unable to keep a
hold on the material world. If a botch is scored, the Yulan-j in
not only loses some Abilities, but also returns to die living
lands completely amnesiac for at least a night-perhaps
longer, if story circumstances so mandate.
Changing bodies has an undeniable impact on Dharmic
development as well as memory. Whenever a Yulan-jin
passes on, he automatically loses one point from his current
Dharma. (If his Dharma rating is already zero, his soul is
blasted from the Earth and destroyed.) A Yulan-jin does not
necessarily return in his new shell under the thrall of shadow
soul; die player gets a normal roll for shadow nature to
determine whether the P'o or the Hun is dominant when the
Yulan-jin returns.
Comming Home
According to the annals of the Sunset People, it is possible,
albeit difficult, for a Yulan-jin to find a final home. Indeed,
Park Yulan Mi-jo, formerly of the Green Courts, supposedly
managed to revitalize her soul through a regimen of Soul Arts
and an "ascetic lifestyle, after bathing in a sacred spring. No
longer a Soul Jumper, she took up residence in Singapore up
until her untimely Final Death at the hands of a jealous rival.
Storytellers can, of course, use such stories as motivation for
Yulan-jin characters in a variety of chronicles. Although body
swapping has advantages (such as leaving behind old debt
and enemies), the constant dulling of memory and the price
of losing friends should grate on Soul Jumpers after a while.
The lure of healing the spirit and finally becoming a true Kueijin
can be a draw as big for Yulan-jin as the promise of
Golconda is for the Kindred.
Akuma
Shunned and reviled by all proper Kuei-jin, the akuma are the
true demons of society-those so corrupt and depraved that
salvation is denied them, that they have forsaken any role
they may have had under Heaven, At least, this is the
popular view promulgated by the ancestors of the courts. The
label of akuma is, in many cases, simply a convenient
designation by which to brand any foreigner or Kuei-jin who
does not suit the whims of the court. However, the true
meaning - that of a Kuei-jin who has chosen damnation over
enlightenment, and forsaken Dharma for the whispered
promises of the Yama Kings-is still sometimes true.
Those akuma who are political unfortunates are the unhappy
few that arrive in courts far from their homelands, or who
otherwise anger the traditionalistic elders. Often, no real
blame can be laid upon the akuma in question, though the
individual may be marked for his rebelliousness, injudicious
behavior or simply for having defiled Chi. As a result, the
ancestors call upon the traditions and laws of the court, citing
varied precedents and ancient beliefs, in order to justify the
declaration of akuma against the victim in question. Never
mind that the vampire may be guilty of nothing more than
angering the elder or offending his sensibilities - the newly
declared akuma finds himself the target of hostility and
violence, and will likely die at the fangs of another Kuei-jin if
he does not leave die court posthaste.
The servants of the Yama Kings, though, are the true akuma.
Where the Kuei-jin once served the will of Heaven, they are
now demons trapped in dead forms and forced to survive on
stolen Chi. Since Heaven has turned its face from the Kueijin,
the damned reason, it is only right that the Kuei-jin
similarly turn from Heaven. Other akuma are those who take
up servitude in exchange for power, prestige or other things
that they could not achieve for themselves - even immortals
in search of enlightenment can fall prey to greed and
pettiness. By bartering their services and souls, the akuma
gain the favor of Yomi's lords, and those ancient spirits are
mighty patrons indeed.
Though powerful, a demon-tainted akuma is not without flaw.
Ultimately, service to the Yama Kings gives up the akuma's
freedom. An akuma may have great powers; he may have no
fears of enlightenment or damnation; he may have dominion
over men and vampires, but ultimately, his will is not his own.
An akuma must serve the needs and desires of his Yama
King; the one who fails simply becomes the next example,
the better to motivate the others. Pacts and Servitude
Entering service to a Yama King is no mean feat. Although
the Yama Kings are always eager to corrupt the Kuei-jin (the
irony of turning the Sunset People against their original office
never pales), not all vampires have something to offer the
Lords of the Hells. Powers? The Yama Kings and their
minions are already more powerful than any Disciple could
ever comprehend. Souls? The Kuei-jin's soul was a prisoner
of Yomi once already; the Yama Kings consider such souls
theirs by right. Service-the Kuei-jin must be in a position to
offer to the Yama King that which the Lord and its servants
cannot easily accomplish. So are pacts made: The Kuei-jin
beseeches the Yama King or its intercessionary for aid, and
in return promises to complete tasks for the demonic master.
In many cases, both sides bring an initial gift to the
bargaining table - the Yama King bestows some minor boon
or favor upon the supplicant, who conversely offers up some
deed or treasure already completed or acquired. An
agreement is made, a bargain is signed, and the Kuei-jin
becomes akuma in truth.
In order to insure loyalty, the Yama Kings must be harsh and
unequivocal. Thus, they never fail to fulfill their parts of
hellish bargains. This promise of wish fulfillment continually
brings disillusioned and greedy Kuei-jin to the ranks of the
Hells. Conversely, the Yama Kings are unstinting in their
punishments for failure; no miserable akuma can be allowed
to think that he might escape servitude while retaining the
gifts of Hell. Whatever a Yama King promises, it delivers -
though what it appears to promise may be another matter
entirely.
Since many akuma are simply called upon to provide a
particular service, the Yama Kings carefully fashion their
blandishments to entice the vampires back for more. Most
pacts include some time factor - granting a particular boon
only for the duration of a mission is common, as are one-use
investments and pacts for a year and a day, or even for 99
years, (Kuei-jin scholars aware of these trends tend to look
askance at the treaty of Hong Kong.) Because of these
"limited use" clauses, Kuei-jin who rely upon the assistance
of Hell become dependent upon these powers and gifts, and
must return the favors with new contracts and services. In
theory, an akuma could back out after "freelancing for Hell,"
but the circumstances that drive one to make a pact in the
first place - the desire for something otherwise unattainable -
make this unlikely at best. Once addicted to the rush of
Hellish power, there is no turning back.
A typical pact involves the would-be akuma seeking out а
means of contacting the Yama Kings - in this foolhardy
endeavor many Kuei-jin die at the hands of unthinking spiritminions.
From there, the Kuei-jin must demonstrate his worth
and usefulness to the Lords of the Hells; this "interview"
might simply be a look at the impressive achievements of an
already-infamous Kuei-jin, or (more likely) a careful process
of evaluating the potential usefulness of the recruit. If the
Kuei-jin is deemed to possess the proper skills at an
efficacious time and place, then a contract may be offered;
otherwise, the vampire's Chi feeds the hungry slaves of the
Yama King and his soul returns to the Thousand Hells.
Should the vampire supplicant survive this stage, there is no
return - he becomes one of the akuma.
Spreading the Taint
Frighteningly, there is no reliable-way to determine whether a
given individual is a true akuma. The pacts and services of
the Hells do not damn a vampire's soul; rather, it is the
actions freely taken that do so - and many of the older
vampires are as foul in their habits and practices as any
young servant of Yomi. As a result, it is a simple matter for
an akuma to infiltrate a court and a wu for a time, and this is
exactly the first mission that most akuma are instructed to
undertake.
By entering a wu and a court as a respected disciple, the
akuma positions himself subtly to gather information and
influence for the benefits of the Yama Kings. Instructors who
carefully guard themselves against hostile spirits can be
spide upon through earnest young Kuei-jin students. Courts
that declare open warfare against the demons of Yomi can
be brought low by the single traitor within. In this fashion, the
Yama Kings gather information about their enemies, and
place pawns to hinder the Kuei-jin who would fight for
enlightenment. After all, the enlightened Kuei-jin serve the
mandate of Heaven, and part of that mandate is (or was) to
combat the Yama Kings; why should the Lords of the Hells
not take the first strike against such potential threats?
Outside the courts, though, are the wandering akuma, those
who deliver knowledge or services beyond the screens of
Kuei-jin society. Such akuma are rare indeed: There are only
so many hidden temples, lost artifacts and buried secrets to
discover. Thus, these "wandering demons" often strike a
bargain of mutual assurance, gathering arcane lore and
sharing the knowledge with a Hellish patron in exchange for
the powers necessary to complete the task of acquisition.
After all, hidden knowledge of secrets and weaknesses may
be as easily exploited by the finder whether hoarded or
shared; garnering additional favors and powers out of the
bargain is "blood on the baby." As these akuma rarely spend
much time in own place, they avoid staying in any court long
enough to rouse suspicion (except inasmuch as any
wandering Kuei-jin is treated with suspicion).
Of course, the ancestors and mandarins are all too clever no
akuma can remain hidden forever. This, too, works to the
advantage of the Yama Kings: An akuma fleeing the courts
must turn to whatever assistance he may find. As such, these
running demons are easily enticed into new bargains and
services. Should an akuma fail to have any further use, then
of course, there is no cost in letting the worthless servant fall-
and so are the courts' fears assuaged, even as the Yama
Kings set about the recruitment of additional tools. Akuma Characters
As with other servants of the Infernal, akuma are not good
roles for players - the challenges of seeking enlightenment
and of overcoming the demonic curse of Yomi are lost for
such souls. A character may be tempted by the minions of
the Thousand Hells, but a Kuei-jin who makes the final pact
casts aside any hope at redemption.
The obligatory warning aside, akuma call upon a wide range
of powers. Typically, an akuma barters with one specific
Yama King; familiarity, after all, allows the akuma to draw
upon experience and to work toward consistent goals. In
return, each Yama King offers a host of different powers; the
individual powers may vary, though in general, they fit the
moods of the particular demon lord: Mikaboshi, King of the
Wicked City, may offer technology-oriented abilities, while
TouMu, Queen of the Hell of Being Skinned Alive, often gifts
servants with powers of pain and torture. Individual powers
are left to the Storyteller's discretion; there is no single
template for "generic akuma" - every such demon is a unique
and dangerous opponent.
Almost all akuma, though, unearth the ways of the
Hellweaving Discipline. With the proper obeisance, a Kuei-jin
can propitiate the Lords of the Hells, calling for their aid or
succor in times of desperation. These simple rituals form the
core of a Demon Art reviled by all proper Kuei-jin. Still,
instruction in Hellweaving is almost always part of any firsttime
pact, and unlike invested powers, the knowledge of this
Discipline comes without any time constraints. Indeed, once
learned, this Discipline can be studied and improved
normally; akuma sometimes teach the rudiments of this
Discipline to others, as the powers require the proper service
to the Yama Kings regardless of the practitioner.
Storytellers are advised to use akuma characters sparingly
and carefully. The relative scarcity of Kuei-jin means that,
with only a small portion of them tempted into akuma status,
the demon-touched are a distinct minority. An akuma is not a
villain to be bested before proceeding to the next enemy;
rather, akuma are a hidden menace, the festering, cancerous
abscess that goes unrecognized until it's too late. An entire
story can easily be built around the process of uncovering
and foiling a single akuma.
Heretical Dharmas
Although one Dharma traditionally corresponds to each
direction in the annals of the Kuei-jin, not all vampires follow
the forms and traditions of Xue. Indeed, far from the centers
of Kuei-jin civilization in China and Japan (and even in some
places within those August Courts, though the mandarins
would deny it), vampires practice beliefs handed down from
other cultures. Guided by philosophies codified in ages past,
these vampires practice esoteric rituals and cultivate unusual
powers. To the settled Kuei-jin, they are a dangerous
menace, espousing heretical beliefs. When discovered, they
find themselves hunted, reviled and branded akuma. Even
so, many parts of the world harbor these students of arcane
eccentricities far from the reach of Kuei-jin courts and mortal
eyes.
Learning the heresies is no simple matter; a Kuei-jin must
have the proper predilections and instructors. The relative
scarcity of the heresies means that happenstance is the most
common tutor for Running Monkeys. A recently arisen
disciple may find himself instructed in the alternate Dharmas
by a nearby heretic if no other representative of Kuei-jin
society presents herself. Trained in thinking and customs
outside of the courts, heretical disciples often find themselves
in for rude shocks when meeting Kuei-jin society.
Systems for Heretical Dharmas
Many of the heresies are founded upon compound virtues,
such as a balance between Hun and P'o. In such cases, all
Dharmic path rolls are made with the average between the
two scores; round halves upward.
Heretical Dharmas do not have lucky numbers; as such,
Kuei-jin following these paths gain only their direction
numbers for their Horoscopes. Such is the price of following
a path outside the confluences of the courts' astrology.
Advancement along the heresies proceeds much as with any
other Dharma: The Kuei-jin is subject to the vagaries of den.
However, the lack of large followings among these Dharmas
means that there are few ancestors along these paths. As a
result, heretics cannot often rely upon training, but instead
must forge ahead from the pieces of enlightenment that they
can scavenge from history. The Flame of the Rising
Phoenix
Virtues: Hun and Yang
I walked through the door of death
And came across as a monster;
I walked through the threshold of life
And returned across as a man.
- Ki Yuen, Rising Phoenix poet
Kuei-jin were once humans; acutely so: unfinished tasks,
unpaid debts, unfulfilled karma draw them back to their
bodies. In their own corpses, they find new places under the
Cosmic Wheel. They leave behind their old lives, to pursue
an eternal existence of philosophy and enlightenment.
But what guarantee is there that the Cycle has placed these
Kuei-jin back in the mortal realms to fulfill a new purpose?
Indeed, argues the Rising Phoenix, the true purpose of a
Kuei-jin is to finish the tasks left undone in life, to pay the
karmic imbalance by retaking one's former role and balancing
the acts that brought damnation. By repaying the debt, the
Kuei-jin completes his interrupted life cycle and pays his
karmic debt, and is, thus, freed from the karmic cycle.
Obviously, this Dharma is reviled as heretical by the
Quincunx and the scholars of the Ki Chuang; the undead,
they say, have been returned by Heaven with a new purpose
and a new mandate. Yet the Rising Phoenixes argue that
they have simply been sent back with new powers and a
second chance to finish their unresolved lives; the abilities of
the Kuei-jin, they assert, are tools to assist in fulfilling one's
karmic destiny, while the Demon is nothing more than
punishment for failing during one's lifetime. Overcome the
urges of the Demon, master the powers of the reborn body,
and complete the task of one's mortal life, urge the
Phoenixes - and be freed of the cursed Cycle.
Strangely, few Kuei-jin ever achieve great age or status while
following this Dharmic path. Many scoff that this is simply due
to the fact that the Kuei-jin of this path are incapable of
spiritual development because their philosophy is flawed. Yet
others note that the most vibrant and most enlightened of the
Phoenixes will suddenly disappear from Kuei-jin society,
never again seen; even, powerful divinations cannot confirm
their deaths. The fate of these elders is a mystery - but in the
meantime, the Phoenixes suffer persecution due to their lack
of political authority just as much as from philosophical
divergence.
The typical Rising Phoenix is, for a time, a bastion of hope
and. compassion; driven to regain mortality, they revel in the
feelings a senses of their once-living days. Each one
struggles to find his true place in the scheme of Heaven, and
to fill that place; inevitably, they return to their homes and
families, to take a role on the periphery of their old lives in an
attempt to fulfill their desires for completion. Indeed, many
form small followings among their immediate family, drawing
sustenance and support from their relatives while seeking the
means of transcending the curse and returning to mortality.
Unfortunately, the driving hunger and false life of the vampiric
condition inevitably lead to conflict and tragedy.
Training: Rising Phoenixes don't have a typical training
regimen, probably due to the lack of true bodhisattvas on this
path. Most develop their insight and mysticism, in order to get
in touch with their needs and drives and find out where they
went wrong in life. Ancestor veneration is common as well,
as the Rising Phoenixes seek wisdom from old relatives. Each Rising Phoenix must find his own inner nature and
satisfy it in order to reclaim his place in mortal life. However,
some platitudes remain useful to all Phoenixes. Students of
the Rising Phoenix are counseled to seek out their mortal
relatives and friends, to remain tied to their humanity. The
Phoenixes also develop their self-discipline to avoid the
temptations of the Demon, while honing their Yang energies
to bring themselves closer to the semblance of life.
Weakness: Rising Phoenixes, obviously, lead tragic unlives;
the Demon, the imbalance of the soul, and the undying
hunger all lead eventually to destruction of one's friends,
family, and allies. Attempts to retake a true place in mortal
society are doomed by the limitations of the Kuei-jin form.
Many give up hope and change their beliefs later in their
existence, after destroying their own families. Worse still, the
fact that there are very few bodhisattvas on this path means
that Phoenixes are easy targets for persecution; courts are
quick to proclaim them outcast, and point to this lack as
"proof that the path is fundamentally flawed.
Affiliations: Mankind, the color gold and the east direction.
Auspicious Omens and Symbols: Birds of paradise, clear
skies, celebrations of birth, spinning tops, kites.
Concepts: Shopkeeper, public servant, professor, student,
poet, artist.
Quote: Even in death I'm very good at that I do. Very good.
Tenets
1. Return to the world from which you came.
2. Repay the debts of your human life.
3. Help others to find the unique value of humanity.
4. Fight the Demon and deny monstrosity.
5. Live not with extremes or balance, but simply well.
6. Wake the sleeper who shuns experience. Life is
the arising of experience.
7. Never deny the joys and sorrow of life.
8. Return to your mortal ways; seek your human
state.
Rival Path
Devil-Tiger: They would be monsters. In so doing, they deny
their human souls.
Resplendent Crane: Mistakes are tools for learning, not
reasons for punishment.
Song of the Shadow: The dead hold no secrets that do not
spring from the living.
Thousand Whispers: To be a thousand shallow lives is
nothing, when they cannot be one life of meaning.
Thrashing Dragon: Feigning humanity is not human.
Kindred: No remorse, no return. They must die that they
may live again.
The Tempest of Inward
Focus
Virtue: Balance
Is the eye of the storm any less for its peace?
Is the emptiness not defined by its surroundings?
In the wind, be still.
In the calm, be free.
- So-i Wenli, Tempest chronicler
Pull and twist, push and tear: The fire of Yang and the void of
Yin thrash at the Kuei-jin, even as the drive for redemption
fights the Hell-winds of Yomi. The Tempests understand all
too well the forces that spin through every vampire; pitting
these forces against each other, the Tempests seek the calm
in the midst of the chaos.
Driven by the warp and woof of soul and Chi, the first
bodhisattva of this Dharma supposedly crystallized
enlightenment through the principles of negation. Unable to
find solace in any of the manifold teachings of Xue, she
sought exotic learning from distant lands. Gathering
knowledge revealed by both spirits and demons, she fought
for an understanding that always eluded her grasp. At last,
she abandoned all Dharmas, existing only as her needs
dictated, reacting to the world around her. Confronted by
demons who taunted her with the emptiness of her soul, she
recognized the void at the center of all of her learning and
experience, and she awakened.
Surrounded by swirling chaos, the Tempests bask in the
calm within. Every carefully placed element becomes part of
a circle; the circle holds all of creation. No one truth leads to
enlightenment; illumination throws shadows that bring
understanding. By watching the synergy of opposing forces,
the Tempests learn what lies outside of those forces. Yin
flows into Yang and twin souls war, but in the spaces
between them, the Tempests find solace.
A Tempest exerts moderation and learning. All things are
worth study, but only in forbearance. To follow the
straightened path completely is to fail in the pursuit of
diversity. As a result, Tempests dabble in many things,
seeking to find the contradictions and paradoxes of
existence. Through such conundrums, they develop a
detached point of view, seeing the truths in disparate parts.
This is not to say that Tempests are dilettantes without
dedication. Finding the center point from which all of creation
is visible certainly taxes endurance. Indeed, Tempests strive
to master many arts at once, since only the highest
excellence brings full knowledge. However, a practitioner of
the Inward Focus always moves deliberately, seeking to
internalize every component of study completely (along with
its complements and opposites) before moving on. Thus, the
Tempests manifest skill and knowledge in many fields and
endeavors, but only the truly ancient ever become adept.
Broad study requires suitable instruction. Tempests move
from teacher to teacher, always seeking new mentors.
Anyone who brings a new perspective or an opposing
philosophy, whether human spirit or vampire, may be an
instructor. Once a new skill or art is learned, it is never
discarded. Instead, the Tempest seeks out more differences
and opposites, adding to the tumultuous whirlwind of
conflicting ideologies that lend a viewpoint above them all.
Mundane abilities, occult knowledge, and varied Disciplines
are all keys to passing through the illusion of conflicting
truths.
Spirits and men are opposite sides of the same world.
Shadow and wind compete for dominance, but both teach
important lessons. Instead of focusing on any of the
elemental powers of the Kuei-jin, Tempests turn their
attentions to arts that move mind and soul. Ultimately, the
storm tossed seek to become more than man or vampire,
spirit or flesh. What lies beyond the gateway of enlightenment, they say, is nothing short of the universe itself
- and so they seek to become the universe.
Training: Tempests seek to tame their fiery demon natures
with meditation, physical exertion and discipline. Flagellation
and self-mortification are common on this path, though
excesses are discouraged. Conversely, the Tempests try to
understand their demon natures even while cultivating the
Hun; they recognize the need to unify all parts of their
unliving souls. Yin and Yang energy in equal measure seethe
through the flesh and bones of the Tempests, who seek to
balance the clashing opposites, bringing each to greater
heights of counterstriking energy.
Moderation is the watchword of the Tempests: Tightly bound
and controlled, they indulge in all experiences, but drink
deeply of none. Some outsiders consider such dalliances
shallow, but the Tempests know that any excess leads
eventually to weakness and, thence, to corruption, as
exemplified by the fall of the Wan Xian due to their lust for
Chi. Additionally, Many Tempests learn the Discipline of
Chi'iu Muh, using the Dragon Tears to douse the flames of
the Demon.
Weakness: Pulled in many directions at once, the Tempests
pull inward and refuse to commit to any. While this
moderation serves its purpose, the Tempests often find
themselves indecisive or wanting in conviction. Instead of
embracing change and extremes, the Tempests fight for
stability and tranquillity - but at the cost of true inspiration.
In truth, the Tempests lack dynamism. Unable to fully
embrace anything new, different or visionary, they remain a
step behind the rest of the world; their ascetic practices and
primitive lifestyles are simply outward manifestations of this
problem. Playing off opposing energies prevents mastery of
any one force. Without focus and drive, the Tempests cannot
evolve.
Railing against the extremes espoused by the radically
different Path of a Thousand Whispers, the Tempests seek
an alternate form of balance. Unfortunately for them, this
form is handicapped by the fact that true, world-shaking
vision is disdained by the demands of Inward Focus. The
Centipedes express themselves eloquently and with force;
the Temper can only assert themselves with minimalism and
negation.
Affiliations: The material world, the color gray and the
center point direction
Auspicious Omens and Symbols: Cyclones, mandalay
spiral helixes, exploding fireworks, ripples in water
Concepts: Ascetic, monk, teacher, servant, philosopher
laborer, poet, lunatic
Quote: I am the calm of the moonsoon and its greatest gale.
Tenets
1. Pull all things near and make them part of yourself.
2. Balance the needs and desires on all poles, that
they strive against each other.
3. Never stray from the core of your nature.
4. Realize the potential to learn from all people.
5. Remember the lessons of the past; apply them to
the future.
6. Be consistent in your rewards and punishments.
7. Teach others the virtues of peace and moderation.
8. Bring harmony to the spirit worlds through
balancing the living realm.
Rival Path
Devil-Tiger: Their indulgence in damnation is eternal.
Resplendent Crane: A path so narrow cannot include the
beauty of the wilderness.
Song of the Shadow: Once dead, twice fooled.
Thousand Whispers: Extremes of change bring only chaos.
A life without a past contains no lessons.
Thrashing Dragon: The fire embraced is the fire that bums.
Kindred: Their very blood cries out with imbalance; spill it
forth to return it to the cycle. Then bring them to awareness.
The Face of Gods
Virtue: Hun and P'o
Even gods have their beginnings and their ends:
To what end would you be put, godly one?
- O, The Celestial Nail
Certain theologians speak of the Wheel of Reincarnation, of
moving from one existence to the next in response to karma.
For the impious, this migration leads downward, until the soul
is nothing more than a beast. For the pure and focused
though, the reward is godhood. Even gods are subject to
karma, though, and may fall again, returning once more as
men - or monsters.
Divine revelations of the mad poet О tell of the gods of the
Thousand Hells, and of the great entities of the celestial
realms. In his Red Bonk of the Iron Bridge, O draws upon an
intimate knowledge of Yomi; in The Celestial Nail, he claims
memory of divinity itself. Sparked by such works as this,
some Kuei-jin see their state not as accursed, but as
blessed: Halfway between man and god, the Godlings strive
to return to their rightful place in the Heavens.
Twin souls are more than cleaved demons, according to the
Godlings. Instead, the Hun and the P'o are remembrances of
a divine state once achieved Cast back into human form for a
lifetime, the Codlings return from death as blessed immortals,
gifted with superlative powers but also with infinite desire. To
return to the godhead, one must find the seat of divine
power-and this means mediating between the lusts of divine
passion and the awareness of incipient omnipotence. Calling
upon the universal energies of Yin and Yang, the Codlings
shape the universe around themselves, seeking to hone their
forms back into the sublime.
Not surprisingly, mortal cults often spring up around Divine
Faces. The Godlings encourage such activities, going so far
as to raise dhampyr offspring and to exert their supernatural
abilities on behalf of their servitors. After all, such followers
are rich sources of Chi; some Codlings even find that the
followers' faith itself refines to a more ethereal and sustaining
Chi than their lifeblood. Ultimately, though, these cults are a
means to an end - the end of harnessing enough Chi and
cultivating enough of a following to ascend once more to a
heavenly throne.
While walking among mortals, the Divine Faces surround
themselves in mystery and grace. Gods among men, indeed
- the Codlings have no time to pretend at hiding their natures.
Instead, they command, they rage, they succor; humans are
sustenance, lovers, servants and aides. In return for
obedience and obeisance, the Codling provides stability,
prestige and power to his cultists. What god can be more
compelling than the one that walks directly among his
worshippers, bestowing favor and grace?
Training: Indoctrination of a new Divine Face comes when
an existing Godling takes it upon himself to reveal the truth of
divinity to another. The Divine Faces favor philosophical and
occult knowledge, mastering the energies of their transient
bodies. Courtly graces and etiquette are also taught, as the
Codlings must properly attend to their mortal followers.
Weakness: Arrogance and whimsy mark the Codlings.
Convinced of their superlative destiny, they find the notion of
living as cursed beings repugnant. Followers of other
Dharmas are seen as deluded mystics who miss the
opportunity for true greatness, so no small amount of friction
results. When a Divine Face feels generous, bounty flows
from his hands; when enraged, though, his godly wrath
tumbles down ally and enemy alike. For this reason, few trust
or willingly associate with the followers of this Dharma. Other
Kuei-jin even secretly fear that the Codlings may be right....
Affiliations: The heavenly realms, the color violet and the
south direction
Auspicious Omens and Symbols: Temple ceremonies,
stands of burning incense and candles, shooting stars Concepts: Priest, cultist, criminal, magician, psychologist,
traditionalist, venerated ancestor
Quote: Have you come to bask in my glory or test my wrath?
Tenets
1. Develop your divine nature.
2. Expand both godly and demonic consciousness.
3. Accept the veneration of mortals, but answer their
payers in return.
4. Harness Chi to bring divinity back to your dead
form.
5. Act according to the tenets of your Godly Voice,
and your Godly Desire shall be fulfilled.
6. Visit the Heavens to remember what you have lost.
7. Practice ritual and tradition to empower your own
essence.
8. Commune with the spirits; learn of their messages
from Heaven.
Rival Path
Devil-Tiger: The shackles of terror enslave the monsters as
readily as the victim.
Resplendent Crane: Why be an agent of Heaven when one
can be a god?
Song of the Shadow: The province of the undying lies not in
death.
Thousand Whispers: There may be thousands of gods,
each is an individual.
Thrashing Dragon: Indulgence comes only with
responsibility.
Kindred: Cursed by gods, they a damned, not exalted.
The Spirit of the Living
Earth
Virtue: Yin and Yang
Spirits clothed in flesh, spirits in the floating world;
How can we surpass ourselves if we are chained?
Passing fire, breathing nothing,
Spirit eternal.
- Mantra of the Living Earth
Returned from the wall beyond death, given sight and
sensation to the will of ephemera, the Kuei-jin are intimately
tied to spirits. To the proper sight, all creatures and things
have spirits: trees, rocks, houses; birds, foxes, lizards; rivers,
groves, mountains. The Earth itself is a spiritual entity, a
being of surpassing radiance that gives life to an otherwise
humble ball of dust. Only by propitiating these spirits can one
expect their aid and compliance.
Drawing heavily upon animistic religions and Shinto
teachings, the Spirit of the Living Earth asserts that Kuei-jin
must awaken to the spirits around them. The world is a
vaporous illusion, one that parts to reveal the true power of
spirit beyond. By listening to the spirits and performing the
proper rituals, a Kuei-jin can escape the trap of dual souls in
dead flesh. Honor the spirits and pay them homage; later,
learn from them the ways to overcome the material in favor of
the eternal.
Insightful, precise and introspective, the Cerulean Veils are
careful in all of their dealings. The spirits insist that each
action has a proper form and that every rule has a reason. As
a result, the Veils dress, speak, move and behave according
to the words of their spirit mentors. For most, this involves
special prayers, rituals and supplications at every stage of
life: Before ingesting Chi, after killing a foe, when rising in the
evening, even when facing the sun. Once properly appeased,
the spirits are more likely to assist a Kuei-jin, or even to show
her tiny pieces of the secrets that lead to escape from death.
Because the soul is nothing more than Chi tied to the body,
the Veils cultivate life-force and an understanding of the flows
of Chi throughout the Middle Kingdom. Once strong enough,
say the elders of the Living Earth, the soul can be free of its
dead chains. Yin and Yang drawn together from the basis of
all energy and all life, and so the Veils use these energies
freely to develop their spirituality in hopes of moving beyond
the pathetic thiefly existence of the Kuei-jin.
Among mortals, the Cerulean Veils are careful and dignified.
They do not indulge in food, drink or sex; indeed, as most
mortals lack the capacity to deal with spirits at all, most Veils
consider them transitory and of limited importance. Only
when the spirits direct do the Veils break from their ordered
routine to interact with the evanescent world.
The taboos and rituals of spirituality vary from Veil to Veil;
each Kuei-jin seeks out spirits to tell him of the proper form
for her works. Since each

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They are just as prone to
extremes of personality and belief as any other mortal with a
passionate connection to the supernatural - perhaps more
so, due to the fiery extremes of their dual souls. Dhampyrs
rarely have Natures that fit into society and tradition; as
perennial outsiders, they are more likely to be Visionaries,
Rebels, Deviants, Loners and the like. Of course, the face
that a dhampyr puts on when dealing with the mortal world is
subject only to the whims of the dhampyr. Dhampyrs can
select from the full range of Natures and Demeanors, though
some (Traditionalist, Conformist, Follower, Conniver, Bon
Vivant) are rarer than others.
Because dhampyrs have Demons just like Kuei-jin (albeit
much weaker), they must also choose P'o Natures. The P'o
Nature, however, does not determine when the P'o can test
for shadow nature. Indeed, the Demon is incapable of such
dominion over a dhampyr in any case, one of the benefits of
the weakened immortal blood.
Attributes
Dhampyrs are mortal, and subject to many of the same
limitations as other humans. However, the circumstances of
a dhampyr's creation almost guarantee that the parent or
parents take an active hand in forming the dhampyr's life. As
a result, most dhampyrs are exceptional specimens in terms
of their capabilities - dhampyrs gain 7/5/3 Attribute points to
spread among their primary, secondary and tertiary Attribute
groups, much like their inhuman parents. The limits to
dhampyr abilities reflect their mortal heritage; a dhampyr is
limited to five dots in any Attribute.
Abilities
With long life spans and access to unusual training from
Kuei-jin, dhampyrs have exceptional capabilities. Though not
necessarily as well trained as a jina or even a mortal shih,
the dhampyrs are forced to develop their abilities just to
survive the constant shadowy struggles of the shen, even if
they choose to avoid such battles. Dhampyrs have 13/9/5
Attribute points to split among their Talents, Skills and
Knowledge, and are subject to the usual limitations: no more
than five dots in any Ability, and no more than three dots in
any Ability during the Ability assignment step of character
creation.
Disciplines
Mastery of Kuei-jin Disciplines comes only with long and
difficult training for dhampyrs. A dhampyr character has one,
and only one, Discipline at the beginning of play - a single
trick mastered through excoriating practice. Dhampyrs may
learn only Shintai Disciplines and Demon Arts; the Soul
Disciplines and Chi Arts are beyond their ken (except for
Feng Shui and Tzu Wci, which may be learned by dhampyrs
just as they may be learned by any mortal).
Learning a new Discipline is a taxing undertaking for a
dhampyr. Like ghouls, dhampyrs are not completely skilled in
the development of vampiric Disciplines. The first dot of a
new Discipline costs 20 experience points to develop;
additional dots (if the dhampyr is so fortunate and skilled)
cost 15x the current rating in the Discipline. Dhampyrs reach
their peak in Disciplines with age. A dhampyr's maximum
Discipline rating is equal to his age in centuries (rounded up),
so a 276-year-old dhampyr can have up to three levels in all
of his Disciplines (and is likely quite decrepit and ready to fall
over and die). Since all dhampyr characters entering play are
assumed to fall into the range of 25 to 50 years of age, they
are effectively limited to the first dot in Disciplines, although
the Storyteller's dhampyr characters may be old enough to
show exceptional prowess.
Backgrounds
Although dhampyrs rarely partake deeply of mortal society,
they do not shun utility. Mortal ties are not paramount in the
half-lives of the Shade Walkers, but neither are the dhampyrs
bereft of such connections. A dhampyr may use any of the
Backgrounds that a Kuei-jin may use, and has 5 points to
distribute among those Backgrounds. Similarly, Backgrounds
that are barred to Kuei-jin are not allowed to dhampyrs.
The Salutary Question:
Dhampyrs and Kin-jin
Dhampyrs, because of their unique half-state as living
vampires, do not interact well with the Children of Caine. A
dhampyr cannot be ghouled; drinking the blood of a Kin-jin
(which a dhampyr would probably never do willingly) simply
restores Chi energy to the dhampyr (one Chi per blood
point). Similarly, dhampyrs cannot be Embraced. If drained of
all blood or killed and then fed vitae, they remain dead.
Dhampyrs can be born to any human and Yang-imbalanced
Kuei-jin parent, or even as the offspring of two Yangunbalanced
Cathayans. Dhampyrs cannot result from a
crossbreed between a Kuei-jin and a shapeshifter (as if that
would ever happen!), since the spiritual nature of the shifter
and the dead energies of the Kuei-jin combat one another.
In a similar vein, dhampyrs cannot be Kinfolk or shifters; the
half-dead blood kills whatever spiritual component may have
been passed on by the dhampyr's parents. As already
Awakened entities, dhampyr cannot use True Magick,
although a dhampyr could use sorcery (just like a ghoul or
revenant). Dhampyrs also can't be Kinain to changelings; the
banality of their half-dead blood prevents this. Humanity
Because they are still somewhat mortal, dhampyrs have a
tenuous tie to humanity. However fragile, this slender thread
is still a representation of the dhampyr's sanity and
connection to his living side. Calling upon this human
heritage gives the dhampyr some ability to combat the darker
urges of his vampiric half, but the man within the Shade
Walker is also vulnerable to the pain, loss and suffering of
human compassion.
Like other mortals, the dhampyr cannot lose his last vestiges
of Humanity, no matter how far he descends - only madness
lies in that direction; actions that would lead to the loss of the
last point of Humanity instead give the dhampyr a
Derangement. Dhampyrs have P'o ratings just like their Kueijin
parents, though, and must be careful to avoid awakening
the fitfully sleeping Demon.
Dhampyr characters do not use Dharmas - the salvation for
the reborn is not the path for those once born in shadows. Of
course, some dhampyrs still espouse the particular virtues of
a given Dharma, but they must abide by their Humanity as
well, just as dictated by Heaven. It is unheard of (but not
impossible...) for dhampyrs to follow Paths of Enlightenment -
no dhampyr would ever admit to stooping to such conduct.
Then again, coming in contact with a Path of Enlightenment
enough to learn it should be ludicrously rare for a dhampyr.
Unlike vampires, dhampyrs do not suffer from drowsiness'
during the day, though most are, in fact, nocturnal by choice.
Sunlight is uncomfortable to dhampyrs. As a result,
dhampyrs only suffer Humanity limits to dice pools while in
direct sunlight; if under shelter or, otherwise, in shade or
darkness, a dhampyr functions with full efficiency even during
the day. However, dhampyrs still suffer the social
consequences of low Humanity (see Vampire: The
Masquerade, pp. 134-136), and a given dhampyr's
appearance becomes noticeably more monstrous and bestial
as his Humanity ebbs.
A dhampyr's beginning Humanity rating is equal to his
Conscience and Self-Control virtues added together.
Additional Humanity costs one freebie point per dot.
Improving Humanity costs twice the current rating in
experience points; additionally, the dhampyr must show
some true connection to his human nature in game play, a
task generally requiring exceptional and long-running
roleplaying.
P'o
Though the Demon rests just below the surface of the
dhampyr's consciousness, it is a lethargic counterpart. Not
quite as fierce as the Demon riding a Kuei-jin, a dhampyr's
Demon is less of a subtle tempter and more of a barely felt
urge toward monstrosity.
All dhampyrs begin with one point of P'o - this is the heritage
of the Demon. Dhampyrs risk increasing P'o energies if they
stray from their human ways too often and too heinously. Any
time that a dhampyr botches a roll of Conscience (see
Virtues, below), he gains a point of P'o. Each permanent P'o
point reduces the character's maximum Humanity by one, so
no dhampyr can have a humanity rating above nine (due to
starting with a P'o of one).
Unlike Kuei-jin, dhampyrs are not susceptible to shadow
soul. Still, the Demon makes whispered threats and
promises, and all dhampyrs must learn to contend with it.
Any time the dhampyr makes a Virtue roll of any sort, the
Storyteller rolls the dhampyr's P'o rating (difficulty 6); each
success removes one success from the Virtue roll.
Dhampyrs do gain Demon Chi from their P'o, just like Kueijin,
and can use it for all of the same purposes: increasing
speed or strength, growing fangs, powering Disciplines, etc.
As always, a dhampyr may not spend more Demon Chi in a
turn than his Stamina rating. Also, since the Demon is not as
strong in dhampyrs as it is in Kuei-jin, dhampyrs only roll one
die to regain Demon Chi at the beginning of a new evening,
regardless of P'o-the dhampyr's demonic energies return
slowly and erratically. This roll is always made at sunset.
Dhampyrs who die with P'o ratings of three or more come
back as full Kuei-jin. This is rarely a blessing of any sort.
Virtues and Chi
In conjunction with their humanity, dhampyrs have the virtues
of Conscience, Self-Control and Courage. Any given
dhampyr's Conscience resists the seductive whispers of the
Demon and keeps the dhampyr true to his human nature; his
Self-Control allows him to resist fire soul; and his Courage
allows him to resist wave soul. These actions are taken as if
the dhampyr was a Kin-jin. (See Vampire: The Masquerade,
pp. 133-134.)
However, a dhampyr is more than just a mortal- the dhampyr
is a creature of burning, writhing Chi energy. Like the demonhunting
shih, dhampyrs can use their Chi energy to perform
incredible feats. The amount of Chi a dhampyr has access to
is determined by his Self-Control and Courage; Yin Chi
equals Self-Control, while Yang Chi equals Courage. Of
course, the dhampyr normally has 10 points of Chi in his
body; being only half-unliving, though, he cannot channel it
as effectively as a true Kuei-jin. Thus, a dhampyr with Self-
Control 3 and Courage 4 finds himself able to use only seven
of his Chi points, despite his body's pool of 10 Chi.
Using Chi energy taxes a dhampyr, just as it does a mortal.
For every two points of Chi energy used, the dhampyr suffers
one health level of bashing damage. The dhampyr may not
use Chi in excess of his appropriate Virtue ratings unless a
successful Stamina roll, difficulty 9, is made - each success
allows the dhampyr to access one additional point of Chi, but
also costs a health level (of non-soakable lethal damage) and forces a Conscience roll (difficulty 8) for loss of Humanity as
the dhampyr burns out her very spirit. Dhampyrs may only
call upon one point of Chi energy in any given turn; the Kueijin
capacity to direct large quantities of Chi is beyond the
capacities of dhampyrs' mortal husks.
Dhampyrs are not limited to restoring their Chi energy with
rest, though. A dhampyr may also feed on the Chi of others,
gaining stolen sustenance just like a vampire. To do so, the
dhampyr must eat flesh. Dhampyrs cannot absorb Chi from
blood, breath or dragon nests, as they lack the Dharmic
enlightenment to do so. Each health level "eaten" from a
victim returns one point of Chi to the dhampyr's Chi pool, and
restores the requisite health. However, such an act almost
certainly mandates a test of Conscience.
The normal uses of Chi energy besides Disciplines -
animation, Ghostsight and the like - are not available to
dhampyrs. Since a dhampyr is not a damned soul housed in
a dead body, the ghostly powers of Lifesight and Ghostsight
are not accessible. Dhampyrs require food, water and sleep,
just like normal humans; Chi energy is not required to
animate them, although a dhampyr may elect to spend a
point of Chi energy (either type) to stave off hunger, thirst
and fatigue for one day.
Dhampyr Character Creation
Trait Starting Values Freebie Cost Experience Cost
Attribute 7/5/3 dots 5 per dot Rating x4
Abilities 13/9/5 dots 2 per dot Rating x2 (3 for new)
Disciplines 1 dot 10 per dot Rating x15 (20 for new)
Virtues 7 dots 2 per dot Rating x2
Humanity Conscience + Self-Control 1 per dot Rating x2
Willpower Courage 1 per dot Rating x2
Starting freebie points: 15
Dhampyrs do not suffer from Chi imbalance in the fashion of
Kuei-jin, though they are certainly just as vulnerable to
artificial Chi imbalance (through Disciplines or other effects)
as anyone else.
Willpower
A dhampyr character's starting Willpower rating equals his
Courage Virtue rating. Willpower can be improved with
freebie points or experience points at the usual costs: one
freebie per dot or twice the current rating in experience
points. Willpower can be used for all of the functions -
Disciplines, resisting mental intrusion, improving physical
performance - that Kuei-jin can use.
The mental fortitude of a supernatural creature is part and
parcel of the dhampyr, and as such, dhampyrs can resist
various supernatural powers on par with vampires, witches,
ghosts and their ilk. Any power that finds supernatural targets
more difficult to affect, or that can be resisted by supernatural
subjects, is limited similarly when used against a dhampyr.
Merits and Flaws
Obviously, many of the problems and benefits specific to
Kuei-jin are not relevant to a still (mostly) living dhampyr. In
particular, dhampyrs cannot have the Kuei-jin Flaws: Defiled,
Different Body or Vengeful Ancestors, nor should they take
Merits or Flaws from the lists of those barred to Kuei-jin.
The Flaw: Akuma may be taken. In this case, the dhampyr
has been branded a traitor and outcast, although few
dhampyrs survive long after such a sentence.
Health
Dhampyrs have the same number of health levels as a
regular human or Kuei-jin. However, the hardiness of their
perpetually dying bodies fortifies them with resilience beyond
a human's. In game terms, dhampyrs gain a full soak roll
against lethal damage as well as the usual soak-versusbashing
damage. Unlike true vampires, dhampyrs do not
take half damage from bashing attacks. Also, dhampyrs have
difficulty with fire and mystical attacks, just like Kuei-jin; such
attacks are aggravated and cannot be soaked without special
powers. Sunlight does not inflict damage on dhampyrs,
though many find it uncomfortable and are, thus, nocturnal by
choice.
The half-living flesh of dhampyrs does heal with time. A
dhampyr can heal just like a mortal (see Vampire: The
Masquerade, p. 219), although this process is rather lengthy.
Using Chi to heal is more efficient. A dhampyr may use Chi
to heal wounds like a Kuei-jin: One point of Chi heals one
level of damage, while five points of Chi can repair one level
of aggravated damage. Of course, the dhampyr may still suffer the usual health-level injury from using this Chi, but
such fatigue is easily overcome with rest. Thus, the
dhampyr's wounds close and knit, and he finds himself
exhausted for a short time but miraculously recovered.
Once a dhampyr drops below Incapacitated, the character
fades quickly. As with any mortal, the dhampyr can and will
die from blood loss, shock and major organ damage.
However, the dhampyr may survive trauma that would
immediately kill most mortals. If the dhampyr is reduced
below the Incapacitated health level with lethal damage,
make a Stamina roll (difficulty 9) success indicates that the
dhampyr amazingly hangs on to half-life at the Incapacitated
level. Aggravated damage beyond this point kills the
dhampyr automatically, of course, and a foe who suspects
the dhampyr's resilience can take measures to insure the
death of the Shade Walker. Still, if a dhampyr is filled with
bullets and left for dead, he may well survive to wreak
vengeance on his unsuspecting tormentors.
Dhampyrs do not suffer from the rigors of old age as readily
as mortals. Once mature, dhampyrs nearly stop aging; barely
a year of subjective age affects a dhampyr each decade
afterwards. It is not unusual for a dhampyr to have a
productive life for one to two centuries, barring accident,
injury or the lassitude of eons; indeed, some dhampyrs are
rumored to be more than 300 years old. However, for game
purposes, dhampyr characters are considered to be between
25 and 50 years of actual age (an apparent age between 18
and 23, in most cases).
The Little Details and Mechanica
Although the new character types are included for the
purposes of making the Middle Kingdom a more
cosmopolitan and diverse place, not everyone will take them
in the spirit with which we offer them. You know these people
- they're the scapegraces who want to play Embraced
werewolf mage faeries with True Faith. To that end, and for
the purpose; of keeping the Middle Kingdom mystical instead
of downright weird, please be aware of the following
guidelines.
Hengeyokai and other shen may not become Kuei-jin.
Hengeyokai, though they may (rarely) go to Yomi when they
die, are not reanimated in their former bodies. They are
already creatures of as much spirit as flesh, and are far more
likely to rejoin the cycle as a new (and therefore "normal")
Hengeyokai than they are to spend much time in the world of
the Yama Kings. As always, returning from the dead shatters
a mage's avatar: While it is possible to have a Kuei-jin who
was once a mage, he's not going to be wielding any spheres.
Obviously, wraiths are already dead, and if they somehow
get stuck in я mortal body as a Kuei-jin, they fit the definition
of Kuei-jin, and lose Arcanoi for Disciplines. Hsien, like
hengeyokai, are already creatures of spirit, and are likewise
destined for other purposes than eating flesh under the blood
moon of Tokyo.
While a dhampyr may become a "vampire hunter," we find it
difficult to imagine that any Shih would be too enthusiastic Ю
instruct the child of a monster in the esoteric ways of her
righting arts. Unless your Storyteller is completely deranged,
dhampyr may not learn Qiao or begin play with an 8/6/3
Attribute spread. It's not physically impossible, but the sort of
training required (not to mention the willingness of the
teacher to do it) has made certain that no dhampyr Shih has
walked the Earth in the course of history. (Storytellers, we're
willing to lay 10-to-l odds that at least one of your players
asks for your permission to be "the only one," since it's not
technically impossible. Just say no, unless you're playing a
very, very cinematic game.) Yulan-jin
Not all souls that escape Yomi have the resilience to return to
their own bodies. Shredded by the winds of Hell, some souls
find that they cannot hold fast to the physical world. These
wandering ghosts must return to bodies not theirs in order to
fulfill their roles among mortals.
The Yulan-jin are body-hopping Kuei-jin. Due to a lack of
spiritual fortitude or to the demands of Hell, the Yulan-jin find
themselves in a constant cycle of death and rebirth. When a
Yulan-jin "dies" (or "passes on"), his soul moves out to find a
new host. The former body, tainted with the residue of the
Yulan-jin's leaving soul, is unsuitable for further use. The
Yulan-jin has no real control over the choice of the new body;
indeed, some tales attribute the Yulan-jin with a disturbing
possibility of finding themselves in the bodies of gaijin. The
P'o, enraged and seeking a home, simply picks a likely
corpse, and the Yulan-jin slides into animation once more.
Personality, memory and identity pass into the form with the
soul, but the Soul Jumper often finds his memories clouded
and fragmented. Old friends and allies may be many hundred
miles away, and the trappings of the material world are nor
taken with the spirit when it claims a new body. Thus, each
new life requires that the Yulan-jin begin anew.
Few Yulan-jin rise above the perils of their condition to fulfill
their Dharmic paths. Indeed, as they pass through multiple
unlives, their memories blur and their personalities become
lost in the wash of time. Only through the most extraordinary
effort can a Yulan-jin maintain a hold on who he is and what
he is doing; for the majority, though, unlife is an eternity of
moving from role to role without understanding, or hope of
salvation.
Yulan-jin Society
At first glance, it is impossible to tell a Yulan-jin apart from a
Kuei-jin. Outwardly, both are animated dead, both are souls
returned from Hell to pay for a karmic debt. Indeed, a newly
returned Yulan-j in is essentially identical to a Kuei-jin in all
respects, and may even be inducted into a court or wu.
Once a Yulan-jin "dies," though, her true nature becomes
apparent. Instead of hovering near the body to return from
the Little Death, the Yulan-jin's spirit wanders until it finds a
new and suitable host. Obviously, at this point, the Yulan-jin's
nature becomes apparent. Although many young Running
Monkeys and disciples have never heard of Yulan-jin, some
elder will doubtless take die opportunity to bring up the
lesson, and the Yulan-jin will find himself removed from his
position in court and wu - one cannot have respectable and
responsible duties if one does not have a stable body, after
all.
Since they cannot reside among die courts, Yulan-jin form
their own sorts of societies. Generally, a Yulan-jin takes a
particular use name - a name that remains constant from life
to life - while otherwise adopting the trappings of the new
body. So that one Yulan-jin can recognize another, they refer
by their use-names when among other undead (often
prefaced with "Yulan" so that a Soul Jumper can be
distinguished from a Kuei-jin - "Yulan-Ho or Yulan-Shin" ) .
Armed with an identity that passes from body to body, the
Soul Jumpers keep some sort of contact. Unfortunately,
when a Yulan-jin passes on, there is no way to determine
what body will rise or how far away it will be. As a result, a
Yulan-jin could easily find himself in a new form several miles
from his old compatriots. Given this problem, it's no surprise
that Soul Jumpers don't form close ties or settled societies,
but rather have nomadic unlives where reputation counts for more than personal interaction. Stories told about a given
Yulan-jin are passed through other Soul Jumpers as they
move and interact; those who accomplish great deeds or
hold on to their forms for extended periods of time are
accorded respect.
Yulan-jin Character
Since Yulan-jin are effectively Kuei-jin who simply change
bodies from time to time, character creation is
straightforward. It's the changing of bodies that leads to the
complexities of character. A Yulan-jin character in built just
like a regular Kuei-jin, with only minor exceptions. Unless
stated otherwise below, assume that character creation and
abilities function for a Yulan-jin just as they do for Kuei-jin.
Detecting Yulan-jin
Outwardly, a Yulan-j in seems like any other Cathayan -
there is no visible difference from other Kuei-jin unless one
actually watches a change of bodies.
However, the soul of a Yulan-jin is marked and starred by its
passage through Hell and its subsequent traumatic trips
through varying bodies. Indeed, each time the Yulan-jin
changes bodies, a piece of the soul is left behind. As a result,
the various Soul Arts can sometimes tell a Yulan-j in from a
normal Kuei-jin. The Cultivation power Scrutinize, the
Obligation power Soul Bridge, and the Chi'iu Muh power
Purification can all determine the true nature of a Soul
Jumper, as long as three or more Successes are scored on
sensory rolls with the appropriate Disciplines. Whether or not
the Soul Jumper is recognized as something different
depends upon the occult knowledge of the scrutinizing Kueijin
in question.
Concept
A Yulan-jin's concept does not necessarily differ markedly
from a Kuei-jin's. The separation lies in the additional thought
required to flesh out the character's background. Did the
Yulan-jin have other lives before this one, or is this the
character's first Second Breath? What settled the Yulan-jin
upon his particular Dharma? Does the Yulan-jin have a place
in Kuei-jin society at present, or has his nature been
uncovered? Did the Soul Jumper leave friends and family
behind, or has he decided to sever all such attachments?
Ultimately, the unavoidable exigency of passing on forces all
Yulan-jin to think about these questions.
Willpower
Lacerated by the winds of Hell while escaping Yomi, a Yulanjin's
soul rarely has the spiritual fortitude common to Kuei-jin.
As a result, starting Soul Jumpers must have a Willpower
rating between three and five.
Dharma
Soul Jumpers can choose any of the Dharmas available to
Kuei-jin, although the constant shifting of bodies precludes
much development. As a special note, even the Thousand
Whispers Dharma is difficult for Yulan-jin. Despite physically
changing bodies, the Soul Jumper does not fill that Dharma's
tenets well: The Thousand Whispers Dharma requires that
the individual learn everything possible from a given life
before discarding it. The Yulan-jin are often forced to discard
incomplete lives.
Body Swapping
Regardless of skill or desire, all Yulan-jin find themselves
changing bodies eventually. There are several circumstances
under which a Yulan-jin may find his soul ousted from his
current body. Although different events can trigger passing
on, die result is always the same.
A Soul Jumper passes on when:
• His temporary Willpower rating reaches zero;
• His temporary Chi of either type is completely
exhausted; or
• He suffers the Little Death.
A Yulan-jin suffering the Final Death does not return to claim
a new body - the spirit is claimed by Yomi.
As soon as the Yulan-jin passes on, his body drops to the
ground, truly and completely dead. The body suffers
whatever sort of decomposition is expected for a corpse of its
age. The soul then flees to the8 Mirror Lands, wandering the
Underworld for days or weeks until it finds another suitable
corpse. During this time, the soul undergoes the excruciating
journey through Yomi until Fate finds another body for it.
(Storytellers are encouraged to lead the player's character
through the Thousand Hells if they don't mind taking a short
break from the troupe's actions or for a little one-on-one
roleplaying). Additionally, all of a Yulan-jin's guanxi break
when she shifts bodies.
Because a Yulan-jin's soul has had a true body for some of
its existence, it seeks out bodies of that sort. Thus, it is rare
for a Yulan-j in to take up residence in a body of a different
gender, or with wildly different physical characteristics. Thus,
Yulan-jin characters do not change their Attributes or
Physical Merits and Flaws when changing bodies, unless
specified by the Storyteller.
The process of wandering the spirit realm and taking a new
hose does impact a Yulan-jin's memories and personality,
though. Often, upon taking a new body, the Soul Jumper
experiences disorientation and loss of some memory; this
may last for a day, or it may be permanent. When a Yulan-jin
takes a new body, make a Willpower roll (difficulty 7). If less
than five successes result, the Yulan-j in suffers some loss of memory; any Ability (but not Virtue or Discipline) rated higher
than the Yulan-jin's Willpower loses one point. If less than
three successes are scored, the Soul Jumper loses a
permanent point of Willpower - the downward slide into
oblivion accelerates as the soul remains unable to keep a
hold on the material world. If a botch is scored, the Yulan-j in
not only loses some Abilities, but also returns to die living
lands completely amnesiac for at least a night-perhaps
longer, if story circumstances so mandate.
Changing bodies has an undeniable impact on Dharmic
development as well as memory. Whenever a Yulan-jin
passes on, he automatically loses one point from his current
Dharma. (If his Dharma rating is already zero, his soul is
blasted from the Earth and destroyed.) A Yulan-jin does not
necessarily return in his new shell under the thrall of shadow
soul; die player gets a normal roll for shadow nature to
determine whether the P'o or the Hun is dominant when the
Yulan-jin returns.
Comming Home
According to the annals of the Sunset People, it is possible,
albeit difficult, for a Yulan-jin to find a final home. Indeed,
Park Yulan Mi-jo, formerly of the Green Courts, supposedly
managed to revitalize her soul through a regimen of Soul Arts
and an "ascetic lifestyle, after bathing in a sacred spring. No
longer a Soul Jumper, she took up residence in Singapore up
until her untimely Final Death at the hands of a jealous rival.
Storytellers can, of course, use such stories as motivation for
Yulan-jin characters in a variety of chronicles. Although body
swapping has advantages (such as leaving behind old debt
and enemies), the constant dulling of memory and the price
of losing friends should grate on Soul Jumpers after a while.
The lure of healing the spirit and finally becoming a true Kueijin
can be a draw as big for Yulan-jin as the promise of
Golconda is for the Kindred.
Akuma
Shunned and reviled by all proper Kuei-jin, the akuma are the
true demons of society-those so corrupt and depraved that
salvation is denied them, that they have forsaken any role
they may have had under Heaven, At least, this is the
popular view promulgated by the ancestors of the courts. The
label of akuma is, in many cases, simply a convenient
designation by which to brand any foreigner or Kuei-jin who
does not suit the whims of the court. However, the true
meaning - that of a Kuei-jin who has chosen damnation over
enlightenment, and forsaken Dharma for the whispered
promises of the Yama Kings-is still sometimes true.
Those akuma who are political unfortunates are the unhappy
few that arrive in courts far from their homelands, or who
otherwise anger the traditionalistic elders. Often, no real
blame can be laid upon the akuma in question, though the
individual may be marked for his rebelliousness, injudicious
behavior or simply for having defiled Chi. As a result, the
ancestors call upon the traditions and laws of the court, citing
varied precedents and ancient beliefs, in order to justify the
declaration of akuma against the victim in question. Never
mind that the vampire may be guilty of nothing more than
angering the elder or offending his sensibilities - the newly
declared akuma finds himself the target of hostility and
violence, and will likely die at the fangs of another Kuei-jin if
he does not leave die court posthaste.
The servants of the Yama Kings, though, are the true akuma.
Where the Kuei-jin once served the will of Heaven, they are
now demons trapped in dead forms and forced to survive on
stolen Chi. Since Heaven has turned its face from the Kueijin,
the damned reason, it is only right that the Kuei-jin
similarly turn from Heaven. Other akuma are those who take
up servitude in exchange for power, prestige or other things
that they could not achieve for themselves - even immortals
in search of enlightenment can fall prey to greed and
pettiness. By bartering their services and souls, the akuma
gain the favor of Yomi's lords, and those ancient spirits are
mighty patrons indeed.
Though powerful, a demon-tainted akuma is not without flaw.
Ultimately, service to the Yama Kings gives up the akuma's
freedom. An akuma may have great powers; he may have no
fears of enlightenment or damnation; he may have dominion
over men and vampires, but ultimately, his will is not his own.
An akuma must serve the needs and desires of his Yama
King; the one who fails simply becomes the next example,
the better to motivate the others. Pacts and Servitude
Entering service to a Yama King is no mean feat. Although
the Yama Kings are always eager to corrupt the Kuei-jin (the
irony of turning the Sunset People against their original office
never pales), not all vampires have something to offer the
Lords of the Hells. Powers? The Yama Kings and their
minions are already more powerful than any Disciple could
ever comprehend. Souls? The Kuei-jin's soul was a prisoner
of Yomi once already; the Yama Kings consider such souls
theirs by right. Service-the Kuei-jin must be in a position to
offer to the Yama King that which the Lord and its servants
cannot easily accomplish. So are pacts made: The Kuei-jin
beseeches the Yama King or its intercessionary for aid, and
in return promises to complete tasks for the demonic master.
In many cases, both sides bring an initial gift to the
bargaining table - the Yama King bestows some minor boon
or favor upon the supplicant, who conversely offers up some
deed or treasure already completed or acquired. An
agreement is made, a bargain is signed, and the Kuei-jin
becomes akuma in truth.
In order to insure loyalty, the Yama Kings must be harsh and
unequivocal. Thus, they never fail to fulfill their parts of
hellish bargains. This promise of wish fulfillment continually
brings disillusioned and greedy Kuei-jin to the ranks of the
Hells. Conversely, the Yama Kings are unstinting in their
punishments for failure; no miserable akuma can be allowed
to think that he might escape servitude while retaining the
gifts of Hell. Whatever a Yama King promises, it delivers -
though what it appears to promise may be another matter
entirely.
Since many akuma are simply called upon to provide a
particular service, the Yama Kings carefully fashion their
blandishments to entice the vampires back for more. Most
pacts include some time factor - granting a particular boon
only for the duration of a mission is common, as are one-use
investments and pacts for a year and a day, or even for 99
years, (Kuei-jin scholars aware of these trends tend to look
askance at the treaty of Hong Kong.) Because of these
"limited use" clauses, Kuei-jin who rely upon the assistance
of Hell become dependent upon these powers and gifts, and
must return the favors with new contracts and services. In
theory, an akuma could back out after "freelancing for Hell,"
but the circumstances that drive one to make a pact in the
first place - the desire for something otherwise unattainable -
make this unlikely at best. Once addicted to the rush of
Hellish power, there is no turning back.
A typical pact involves the would-be akuma seeking out а
means of contacting the Yama Kings - in this foolhardy
endeavor many Kuei-jin die at the hands of unthinking spiritminions.
From there, the Kuei-jin must demonstrate his worth
and usefulness to the Lords of the Hells; this "interview"
might simply be a look at the impressive achievements of an
already-infamous Kuei-jin, or (more likely) a careful process
of evaluating the potential usefulness of the recruit. If the
Kuei-jin is deemed to possess the proper skills at an
efficacious time and place, then a contract may be offered;
otherwise, the vampire's Chi feeds the hungry slaves of the
Yama King and his soul returns to the Thousand Hells.
Should the vampire supplicant survive this stage, there is no
return - he becomes one of the akuma.
Spreading the Taint
Frighteningly, there is no reliable-way to determine whether a
given individual is a true akuma. The pacts and services of
the Hells do not damn a vampire's soul; rather, it is the
actions freely taken that do so - and many of the older
vampires are as foul in their habits and practices as any
young servant of Yomi. As a result, it is a simple matter for
an akuma to infiltrate a court and a wu for a time, and this is
exactly the first mission that most akuma are instructed to
undertake.
By entering a wu and a court as a respected disciple, the
akuma positions himself subtly to gather information and
influence for the benefits of the Yama Kings. Instructors who
carefully guard themselves against hostile spirits can be
spide upon through earnest young Kuei-jin students. Courts
that declare open warfare against the demons of Yomi can
be brought low by the single traitor within. In this fashion, the
Yama Kings gather information about their enemies, and
place pawns to hinder the Kuei-jin who would fight for
enlightenment. After all, the enlightened Kuei-jin serve the
mandate of Heaven, and part of that mandate is (or was) to
combat the Yama Kings; why should the Lords of the Hells
not take the first strike against such potential threats?
Outside the courts, though, are the wandering akuma, those
who deliver knowledge or services beyond the screens of
Kuei-jin society. Such akuma are rare indeed: There are only
so many hidden temples, lost artifacts and buried secrets to
discover. Thus, these "wandering demons" often strike a
bargain of mutual assurance, gathering arcane lore and
sharing the knowledge with a Hellish patron in exchange for
the powers necessary to complete the task of acquisition.
After all, hidden knowledge of secrets and weaknesses may
be as easily exploited by the finder whether hoarded or
shared; garnering additional favors and powers out of the
bargain is "blood on the baby." As these akuma rarely spend
much time in own place, they avoid staying in any court long
enough to rouse suspicion (except inasmuch as any
wandering Kuei-jin is treated with suspicion).
Of course, the ancestors and mandarins are all too clever no
akuma can remain hidden forever. This, too, works to the
advantage of the Yama Kings: An akuma fleeing the courts
must turn to whatever assistance he may find. As such, these
running demons are easily enticed into new bargains and
services. Should an akuma fail to have any further use, then
of course, there is no cost in letting the worthless servant fall-
and so are the courts' fears assuaged, even as the Yama
Kings set about the recruitment of additional tools. Akuma Characters
As with other servants of the Infernal, akuma are not good
roles for players - the challenges of seeking enlightenment
and of overcoming the demonic curse of Yomi are lost for
such souls. A character may be tempted by the minions of
the Thousand Hells, but a Kuei-jin who makes the final pact
casts aside any hope at redemption.
The obligatory warning aside, akuma call upon a wide range
of powers. Typically, an akuma barters with one specific
Yama King; familiarity, after all, allows the akuma to draw
upon experience and to work toward consistent goals. In
return, each Yama King offers a host of different powers; the
individual powers may vary, though in general, they fit the
moods of the particular demon lord: Mikaboshi, King of the
Wicked City, may offer technology-oriented abilities, while
TouMu, Queen of the Hell of Being Skinned Alive, often gifts
servants with powers of pain and torture. Individual powers
are left to the Storyteller's discretion; there is no single
template for "generic akuma" - every such demon is a unique
and dangerous opponent.
Almost all akuma, though, unearth the ways of the
Hellweaving Discipline. With the proper obeisance, a Kuei-jin
can propitiate the Lords of the Hells, calling for their aid or
succor in times of desperation. These simple rituals form the
core of a Demon Art reviled by all proper Kuei-jin. Still,
instruction in Hellweaving is almost always part of any firsttime
pact, and unlike invested powers, the knowledge of this
Discipline comes without any time constraints. Indeed, once
learned, this Discipline can be studied and improved
normally; akuma sometimes teach the rudiments of this
Discipline to others, as the powers require the proper service
to the Yama Kings regardless of the practitioner.
Storytellers are advised to use akuma characters sparingly
and carefully. The relative scarcity of Kuei-jin means that,
with only a small portion of them tempted into akuma status,
the demon-touched are a distinct minority. An akuma is not a
villain to be bested before proceeding to the next enemy;
rather, akuma are a hidden menace, the festering, cancerous
abscess that goes unrecognized until it's too late. An entire
story can easily be built around the process of uncovering
and foiling a single akuma.
Heretical Dharmas
Although one Dharma traditionally corresponds to each
direction in the annals of the Kuei-jin, not all vampires follow
the forms and traditions of Xue. Indeed, far from the centers
of Kuei-jin civilization in China and Japan (and even in some
places within those August Courts, though the mandarins
would deny it), vampires practice beliefs handed down from
other cultures. Guided by philosophies codified in ages past,
these vampires practice esoteric rituals and cultivate unusual
powers. To the settled Kuei-jin, they are a dangerous
menace, espousing heretical beliefs. When discovered, they
find themselves hunted, reviled and branded akuma. Even
so, many parts of the world harbor these students of arcane
eccentricities far from the reach of Kuei-jin courts and mortal
eyes.
Learning the heresies is no simple matter; a Kuei-jin must
have the proper predilections and instructors. The relative
scarcity of the heresies means that happenstance is the most
common tutor for Running Monkeys. A recently arisen
disciple may find himself instructed in the alternate Dharmas
by a nearby heretic if no other representative of Kuei-jin
society presents herself. Trained in thinking and customs
outside of the courts, heretical disciples often find themselves
in for rude shocks when meeting Kuei-jin society.
Systems for Heretical Dharmas
Many of the heresies are founded upon compound virtues,
such as a balance between Hun and P'o. In such cases, all
Dharmic path rolls are made with the average between the
two scores; round halves upward.
Heretical Dharmas do not have lucky numbers; as such,
Kuei-jin following these paths gain only their direction
numbers for their Horoscopes. Such is the price of following
a path outside the confluences of the courts' astrology.
Advancement along the heresies proceeds much as with any
other Dharma: The Kuei-jin is subject to the vagaries of den.
However, the lack of large followings among these Dharmas
means that there are few ancestors along these paths. As a
result, heretics cannot often rely upon training, but instead
must forge ahead from the pieces of enlightenment that they
can scavenge from history. The Flame of the Rising
Phoenix
Virtues: Hun and Yang
I walked through the door of death
And came across as a monster;
I walked through the threshold of life
And returned across as a man.
- Ki Yuen, Rising Phoenix poet
Kuei-jin were once humans; acutely so: unfinished tasks,
unpaid debts, unfulfilled karma draw them back to their
bodies. In their own corpses, they find new places under the
Cosmic Wheel. They leave behind their old lives, to pursue
an eternal existence of philosophy and enlightenment.
But what guarantee is there that the Cycle has placed these
Kuei-jin back in the mortal realms to fulfill a new purpose?
Indeed, argues the Rising Phoenix, the true purpose of a
Kuei-jin is to finish the tasks left undone in life, to pay the
karmic imbalance by retaking one's former role and balancing
the acts that brought damnation. By repaying the debt, the
Kuei-jin completes his interrupted life cycle and pays his
karmic debt, and is, thus, freed from the karmic cycle.
Obviously, this Dharma is reviled as heretical by the
Quincunx and the scholars of the Ki Chuang; the undead,
they say, have been returned by Heaven with a new purpose
and a new mandate. Yet the Rising Phoenixes argue that
they have simply been sent back with new powers and a
second chance to finish their unresolved lives; the abilities of
the Kuei-jin, they assert, are tools to assist in fulfilling one's
karmic destiny, while the Demon is nothing more than
punishment for failing during one's lifetime. Overcome the
urges of the Demon, master the powers of the reborn body,
and complete the task of one's mortal life, urge the
Phoenixes - and be freed of the cursed Cycle.
Strangely, few Kuei-jin ever achieve great age or status while
following this Dharmic path. Many scoff that this is simply due
to the fact that the Kuei-jin of this path are incapable of
spiritual development because their philosophy is flawed. Yet
others note that the most vibrant and most enlightened of the
Phoenixes will suddenly disappear from Kuei-jin society,
never again seen; even, powerful divinations cannot confirm
their deaths. The fate of these elders is a mystery - but in the
meantime, the Phoenixes suffer persecution due to their lack
of political authority just as much as from philosophical
divergence.
The typical Rising Phoenix is, for a time, a bastion of hope
and. compassion; driven to regain mortality, they revel in the
feelings a senses of their once-living days. Each one
struggles to find his true place in the scheme of Heaven, and
to fill that place; inevitably, they return to their homes and
families, to take a role on the periphery of their old lives in an
attempt to fulfill their desires for completion. Indeed, many
form small followings among their immediate family, drawing
sustenance and support from their relatives while seeking the
means of transcending the curse and returning to mortality.
Unfortunately, the driving hunger and false life of the vampiric
condition inevitably lead to conflict and tragedy.
Training: Rising Phoenixes don't have a typical training
regimen, probably due to the lack of true bodhisattvas on this
path. Most develop their insight and mysticism, in order to get
in touch with their needs and drives and find out where they
went wrong in life. Ancestor veneration is common as well,
as the Rising Phoenixes seek wisdom from old relatives. Each Rising Phoenix must find his own inner nature and
satisfy it in order to reclaim his place in mortal life. However,
some platitudes remain useful to all Phoenixes. Students of
the Rising Phoenix are counseled to seek out their mortal
relatives and friends, to remain tied to their humanity. The
Phoenixes also develop their self-discipline to avoid the
temptations of the Demon, while honing their Yang energies
to bring themselves closer to the semblance of life.
Weakness: Rising Phoenixes, obviously, lead tragic unlives;
the Demon, the imbalance of the soul, and the undying
hunger all lead eventually to destruction of one's friends,
family, and allies. Attempts to retake a true place in mortal
society are doomed by the limitations of the Kuei-jin form.
Many give up hope and change their beliefs later in their
existence, after destroying their own families. Worse still, the
fact that there are very few bodhisattvas on this path means
that Phoenixes are easy targets for persecution; courts are
quick to proclaim them outcast, and point to this lack as
"proof that the path is fundamentally flawed.
Affiliations: Mankind, the color gold and the east direction.
Auspicious Omens and Symbols: Birds of paradise, clear
skies, celebrations of birth, spinning tops, kites.
Concepts: Shopkeeper, public servant, professor, student,
poet, artist.
Quote: Even in death I'm very good at that I do. Very good.
Tenets
1. Return to the world from which you came.
2. Repay the debts of your human life.
3. Help others to find the unique value of humanity.
4. Fight the Demon and deny monstrosity.
5. Live not with extremes or balance, but simply well.
6. Wake the sleeper who shuns experience. Life is
the arising of experience.
7. Never deny the joys and sorrow of life.
8. Return to your mortal ways; seek your human
state.
Rival Path
Devil-Tiger: They would be monsters. In so doing, they deny
their human souls.
Resplendent Crane: Mistakes are tools for learning, not
reasons for punishment.
Song of the Shadow: The dead hold no secrets that do not
spring from the living.
Thousand Whispers: To be a thousand shallow lives is
nothing, when they cannot be one life of meaning.
Thrashing Dragon: Feigning humanity is not human.
Kindred: No remorse, no return. They must die that they
may live again.
The Tempest of Inward
Focus
Virtue: Balance
Is the eye of the storm any less for its peace?
Is the emptiness not defined by its surroundings?
In the wind, be still.
In the calm, be free.
- So-i Wenli, Tempest chronicler
Pull and twist, push and tear: The fire of Yang and the void of
Yin thrash at the Kuei-jin, even as the drive for redemption
fights the Hell-winds of Yomi. The Tempests understand all
too well the forces that spin through every vampire; pitting
these forces against each other, the Tempests seek the calm
in the midst of the chaos.
Driven by the warp and woof of soul and Chi, the first
bodhisattva of this Dharma supposedly crystallized
enlightenment through the principles of negation. Unable to
find solace in any of the manifold teachings of Xue, she
sought exotic learning from distant lands. Gathering
knowledge revealed by both spirits and demons, she fought
for an understanding that always eluded her grasp. At last,
she abandoned all Dharmas, existing only as her needs
dictated, reacting to the world around her. Confronted by
demons who taunted her with the emptiness of her soul, she
recognized the void at the center of all of her learning and
experience, and she awakened.
Surrounded by swirling chaos, the Tempests bask in the
calm within. Every carefully placed element becomes part of
a circle; the circle holds all of creation. No one truth leads to
enlightenment; illumination throws shadows that bring
understanding. By watching the synergy of opposing forces,
the Tempests learn what lies outside of those forces. Yin
flows into Yang and twin souls war, but in the spaces
between them, the Tempests find solace.
A Tempest exerts moderation and learning. All things are
worth study, but only in forbearance. To follow the
straightened path completely is to fail in the pursuit of
diversity. As a result, Tempests dabble in many things,
seeking to find the contradictions and paradoxes of
existence. Through such conundrums, they develop a
detached point of view, seeing the truths in disparate parts.
This is not to say that Tempests are dilettantes without
dedication. Finding the center point from which all of creation
is visible certainly taxes endurance. Indeed, Tempests strive
to master many arts at once, since only the highest
excellence brings full knowledge. However, a practitioner of
the Inward Focus always moves deliberately, seeking to
internalize every component of study completely (along with
its complements and opposites) before moving on. Thus, the
Tempests manifest skill and knowledge in many fields and
endeavors, but only the truly ancient ever become adept.
Broad study requires suitable instruction. Tempests move
from teacher to teacher, always seeking new mentors.
Anyone who brings a new perspective or an opposing
philosophy, whether human spirit or vampire, may be an
instructor. Once a new skill or art is learned, it is never
discarded. Instead, the Tempest seeks out more differences
and opposites, adding to the tumultuous whirlwind of
conflicting ideologies that lend a viewpoint above them all.
Mundane abilities, occult knowledge, and varied Disciplines
are all keys to passing through the illusion of conflicting
truths.
Spirits and men are opposite sides of the same world.
Shadow and wind compete for dominance, but both teach
important lessons. Instead of focusing on any of the
elemental powers of the Kuei-jin, Tempests turn their
attentions to arts that move mind and soul. Ultimately, the
storm tossed seek to become more than man or vampire,
spirit or flesh. What lies beyond the gateway of enlightenment, they say, is nothing short of the universe itself
- and so they seek to become the universe.
Training: Tempests seek to tame their fiery demon natures
with meditation, physical exertion and discipline. Flagellation
and self-mortification are common on this path, though
excesses are discouraged. Conversely, the Tempests try to
understand their demon natures even while cultivating the
Hun; they recognize the need to unify all parts of their
unliving souls. Yin and Yang energy in equal measure seethe
through the flesh and bones of the Tempests, who seek to
balance the clashing opposites, bringing each to greater
heights of counterstriking energy.
Moderation is the watchword of the Tempests: Tightly bound
and controlled, they indulge in all experiences, but drink
deeply of none. Some outsiders consider such dalliances
shallow, but the Tempests know that any excess leads
eventually to weakness and, thence, to corruption, as
exemplified by the fall of the Wan Xian due to their lust for
Chi. Additionally, Many Tempests learn the Discipline of
Chi'iu Muh, using the Dragon Tears to douse the flames of
the Demon.
Weakness: Pulled in many directions at once, the Tempests
pull inward and refuse to commit to any. While this
moderation serves its purpose, the Tempests often find
themselves indecisive or wanting in conviction. Instead of
embracing change and extremes, the Tempests fight for
stability and tranquillity - but at the cost of true inspiration.
In truth, the Tempests lack dynamism. Unable to fully
embrace anything new, different or visionary, they remain a
step behind the rest of the world; their ascetic practices and
primitive lifestyles are simply outward manifestations of this
problem. Playing off opposing energies prevents mastery of
any one force. Without focus and drive, the Tempests cannot
evolve.
Railing against the extremes espoused by the radically
different Path of a Thousand Whispers, the Tempests seek
an alternate form of balance. Unfortunately for them, this
form is handicapped by the fact that true, world-shaking
vision is disdained by the demands of Inward Focus. The
Centipedes express themselves eloquently and with force;
the Temper can only assert themselves with minimalism and
negation.
Affiliations: The material world, the color gray and the
center point direction
Auspicious Omens and Symbols: Cyclones, mandalay
spiral helixes, exploding fireworks, ripples in water
Concepts: Ascetic, monk, teacher, servant, philosopher
laborer, poet, lunatic
Quote: I am the calm of the moonsoon and its greatest gale.
Tenets
1. Pull all things near and make them part of yourself.
2. Balance the needs and desires on all poles, that
they strive against each other.
3. Never stray from the core of your nature.
4. Realize the potential to learn from all people.
5. Remember the lessons of the past; apply them to
the future.
6. Be consistent in your rewards and punishments.
7. Teach others the virtues of peace and moderation.
8. Bring harmony to the spirit worlds through
balancing the living realm.
Rival Path
Devil-Tiger: Their indulgence in damnation is eternal.
Resplendent Crane: A path so narrow cannot include the
beauty of the wilderness.
Song of the Shadow: Once dead, twice fooled.
Thousand Whispers: Extremes of change bring only chaos.
A life without a past contains no lessons.
Thrashing Dragon: The fire embraced is the fire that bums.
Kindred: Their very blood cries out with imbalance; spill it
forth to return it to the cycle. Then bring them to awareness.
The Face of Gods
Virtue: Hun and P'o
Even gods have their beginnings and their ends:
To what end would you be put, godly one?
- O, The Celestial Nail
Certain theologians speak of the Wheel of Reincarnation, of
moving from one existence to the next in response to karma.
For the impious, this migration leads downward, until the soul
is nothing more than a beast. For the pure and focused
though, the reward is godhood. Even gods are subject to
karma, though, and may fall again, returning once more as
men - or monsters.
Divine revelations of the mad poet О tell of the gods of the
Thousand Hells, and of the great entities of the celestial
realms. In his Red Bonk of the Iron Bridge, O draws upon an
intimate knowledge of Yomi; in The Celestial Nail, he claims
memory of divinity itself. Sparked by such works as this,
some Kuei-jin see their state not as accursed, but as
blessed: Halfway between man and god, the Godlings strive
to return to their rightful place in the Heavens.
Twin souls are more than cleaved demons, according to the
Godlings. Instead, the Hun and the P'o are remembrances of
a divine state once achieved Cast back into human form for a
lifetime, the Codlings return from death as blessed immortals,
gifted with superlative powers but also with infinite desire. To
return to the godhead, one must find the seat of divine
power-and this means mediating between the lusts of divine
passion and the awareness of incipient omnipotence. Calling
upon the universal energies of Yin and Yang, the Codlings
shape the universe around themselves, seeking to hone their
forms back into the sublime.
Not surprisingly, mortal cults often spring up around Divine
Faces. The Godlings encourage such activities, going so far
as to raise dhampyr offspring and to exert their supernatural
abilities on behalf of their servitors. After all, such followers
are rich sources of Chi; some Codlings even find that the
followers' faith itself refines to a more ethereal and sustaining
Chi than their lifeblood. Ultimately, though, these cults are a
means to an end - the end of harnessing enough Chi and
cultivating enough of a following to ascend once more to a
heavenly throne.
While walking among mortals, the Divine Faces surround
themselves in mystery and grace. Gods among men, indeed
- the Codlings have no time to pretend at hiding their natures.
Instead, they command, they rage, they succor; humans are
sustenance, lovers, servants and aides. In return for
obedience and obeisance, the Codling provides stability,
prestige and power to his cultists. What god can be more
compelling than the one that walks directly among his
worshippers, bestowing favor and grace?
Training: Indoctrination of a new Divine Face comes when
an existing Godling takes it upon himself to reveal the truth of
divinity to another. The Divine Faces favor philosophical and
occult knowledge, mastering the energies of their transient
bodies. Courtly graces and etiquette are also taught, as the
Codlings must properly attend to their mortal followers.
Weakness: Arrogance and whimsy mark the Codlings.
Convinced of their superlative destiny, they find the notion of
living as cursed beings repugnant. Followers of other
Dharmas are seen as deluded mystics who miss the
opportunity for true greatness, so no small amount of friction
results. When a Divine Face feels generous, bounty flows
from his hands; when enraged, though, his godly wrath
tumbles down ally and enemy alike. For this reason, few trust
or willingly associate with the followers of this Dharma. Other
Kuei-jin even secretly fear that the Codlings may be right....
Affiliations: The heavenly realms, the color violet and the
south direction
Auspicious Omens and Symbols: Temple ceremonies,
stands of burning incense and candles, shooting stars Concepts: Priest, cultist, criminal, magician, psychologist,
traditionalist, venerated ancestor
Quote: Have you come to bask in my glory or test my wrath?
Tenets
1. Develop your divine nature.
2. Expand both godly and demonic consciousness.
3. Accept the veneration of mortals, but answer their
payers in return.
4. Harness Chi to bring divinity back to your dead
form.
5. Act according to the tenets of your Godly Voice,
and your Godly Desire shall be fulfilled.
6. Visit the Heavens to remember what you have lost.
7. Practice ritual and tradition to empower your own
essence.
8. Commune with the spirits; learn of their messages
from Heaven.
Rival Path
Devil-Tiger: The shackles of terror enslave the monsters as
readily as the victim.
Resplendent Crane: Why be an agent of Heaven when one
can be a god?
Song of the Shadow: The province of the undying lies not in
death.
Thousand Whispers: There may be thousands of gods,
each is an individual.
Thrashing Dragon: Indulgence comes only with
responsibility.
Kindred: Cursed by gods, they a damned, not exalted.
The Spirit of the Living
Earth
Virtue: Yin and Yang
Spirits clothed in flesh, spirits in the floating world;
How can we surpass ourselves if we are chained?
Passing fire, breathing nothing,
Spirit eternal.
- Mantra of the Living Earth
Returned from the wall beyond death, given sight and
sensation to the will of ephemera, the Kuei-jin are intimately
tied to spirits. To the proper sight, all creatures and things
have spirits: trees, rocks, houses; birds, foxes, lizards; rivers,
groves, mountains. The Earth itself is a spiritual entity, a
being of surpassing radiance that gives life to an otherwise
humble ball of dust. Only by propitiating these spirits can one
expect their aid and compliance.
Drawing heavily upon animistic religions and Shinto
teachings, the Spirit of the Living Earth asserts that Kuei-jin
must awaken to the spirits around them. The world is a
vaporous illusion, one that parts to reveal the true power of
spirit beyond. By listening to the spirits and performing the
proper rituals, a Kuei-jin can escape the trap of dual souls in
dead flesh. Honor the spirits and pay them homage; later,
learn from them the ways to overcome the material in favor of
the eternal.
Insightful, precise and introspective, the Cerulean Veils are
careful in all of their dealings. The spirits insist that each
action has a proper form and that every rule has a reason. As
a result, the Veils dress, speak, move and behave according
to the words of their spirit mentors. For most, this involves
special prayers, rituals and supplications at every stage of
life: Before ingesting Chi, after killing a foe, when rising in the
evening, even when facing the sun. Once properly appeased,
the spirits are more likely to assist a Kuei-jin, or even to show
her tiny pieces of the secrets that lead to escape from death.
Because the soul is nothing more than Chi tied to the body,
the Veils cultivate life-force and an understanding of the flows
of Chi throughout the Middle Kingdom. Once strong enough,
say the elders of the Living Earth, the soul can be free of its
dead chains. Yin and Yang drawn together from the basis of
all energy and all life, and so the Veils use these energies
freely to develop their spirituality in hopes of moving beyond
the pathetic thiefly existence of the Kuei-jin.
Among mortals, the Cerulean Veils are careful and dignified.
They do not indulge in food, drink or sex; indeed, as most
mortals lack the capacity to deal with spirits at all, most Veils
consider them transitory and of limited importance. Only
when the spirits direct do the Veils break from their ordered
routine to interact with the evanescent world.
The taboos and rituals of spirituality vary from Veil to Veil;
each Kuei-jin seeks out spirits to tell him of the proper form
for her works. Since each

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They are just as prone to
extremes of personality and belief as any other mortal with a
passionate connection to the supernatural - perhaps more
so, due to the fiery extremes of their dual souls. Dhampyrs
rarely have Natures that fit into society and tradition; as
perennial outsiders, they are more likely to be Visionaries,
Rebels, Deviants, Loners and the like. Of course, the face
that a dhampyr puts on when dealing with the mortal world is
subject only to the whims of the dhampyr. Dhampyrs can
select from the full range of Natures and Demeanors, though
some (Traditionalist, Conformist, Follower, Conniver, Bon
Vivant) are rarer than others.
Because dhampyrs have Demons just like Kuei-jin (albeit
much weaker), they must also choose P'o Natures. The P'o
Nature, however, does not determine when the P'o can test
for shadow nature. Indeed, the Demon is incapable of such
dominion over a dhampyr in any case, one of the benefits of
the weakened immortal blood.
Attributes
Dhampyrs are mortal, and subject to many of the same
limitations as other humans. However, the circumstances of
a dhampyr's creation almost guarantee that the parent or
parents take an active hand in forming the dhampyr's life. As
a result, most dhampyrs are exceptional specimens in terms
of their capabilities - dhampyrs gain 7/5/3 Attribute points to
spread among their primary, secondary and tertiary Attribute
groups, much like their inhuman parents. The limits to
dhampyr abilities reflect their mortal heritage; a dhampyr is
limited to five dots in any Attribute.
Abilities
With long life spans and access to unusual training from
Kuei-jin, dhampyrs have exceptional capabilities. Though not
necessarily as well trained as a jina or even a mortal shih,
the dhampyrs are forced to develop their abilities just to
survive the constant shadowy struggles of the shen, even if
they choose to avoid such battles. Dhampyrs have 13/9/5
Attribute points to split among their Talents, Skills and
Knowledge, and are subject to the usual limitations: no more
than five dots in any Ability, and no more than three dots in
any Ability during the Ability assignment step of character
creation.
Disciplines
Mastery of Kuei-jin Disciplines comes only with long and
difficult training for dhampyrs. A dhampyr character has one,
and only one, Discipline at the beginning of play - a single
trick mastered through excoriating practice. Dhampyrs may
learn only Shintai Disciplines and Demon Arts; the Soul
Disciplines and Chi Arts are beyond their ken (except for
Feng Shui and Tzu Wci, which may be learned by dhampyrs
just as they may be learned by any mortal).
Learning a new Discipline is a taxing undertaking for a
dhampyr. Like ghouls, dhampyrs are not completely skilled in
the development of vampiric Disciplines. The first dot of a
new Discipline costs 20 experience points to develop;
additional dots (if the dhampyr is so fortunate and skilled)
cost 15x the current rating in the Discipline. Dhampyrs reach
their peak in Disciplines with age. A dhampyr's maximum
Discipline rating is equal to his age in centuries (rounded up),
so a 276-year-old dhampyr can have up to three levels in all
of his Disciplines (and is likely quite decrepit and ready to fall
over and die). Since all dhampyr characters entering play are
assumed to fall into the range of 25 to 50 years of age, they
are effectively limited to the first dot in Disciplines, although
the Storyteller's dhampyr characters may be old enough to
show exceptional prowess.
Backgrounds
Although dhampyrs rarely partake deeply of mortal society,
they do not shun utility. Mortal ties are not paramount in the
half-lives of the Shade Walkers, but neither are the dhampyrs
bereft of such connections. A dhampyr may use any of the
Backgrounds that a Kuei-jin may use, and has 5 points to
distribute among those Backgrounds. Similarly, Backgrounds
that are barred to Kuei-jin are not allowed to dhampyrs.
The Salutary Question:
Dhampyrs and Kin-jin
Dhampyrs, because of their unique half-state as living
vampires, do not interact well with the Children of Caine. A
dhampyr cannot be ghouled; drinking the blood of a Kin-jin
(which a dhampyr would probably never do willingly) simply
restores Chi energy to the dhampyr (one Chi per blood
point). Similarly, dhampyrs cannot be Embraced. If drained of
all blood or killed and then fed vitae, they remain dead.
Dhampyrs can be born to any human and Yang-imbalanced
Kuei-jin parent, or even as the offspring of two Yangunbalanced
Cathayans. Dhampyrs cannot result from a
crossbreed between a Kuei-jin and a shapeshifter (as if that
would ever happen!), since the spiritual nature of the shifter
and the dead energies of the Kuei-jin combat one another.
In a similar vein, dhampyrs cannot be Kinfolk or shifters; the
half-dead blood kills whatever spiritual component may have
been passed on by the dhampyr's parents. As already
Awakened entities, dhampyr cannot use True Magick,
although a dhampyr could use sorcery (just like a ghoul or
revenant). Dhampyrs also can't be Kinain to changelings; the
banality of their half-dead blood prevents this. Humanity
Because they are still somewhat mortal, dhampyrs have a
tenuous tie to humanity. However fragile, this slender thread
is still a representation of the dhampyr's sanity and
connection to his living side. Calling upon this human
heritage gives the dhampyr some ability to combat the darker
urges of his vampiric half, but the man within the Shade
Walker is also vulnerable to the pain, loss and suffering of
human compassion.
Like other mortals, the dhampyr cannot lose his last vestiges
of Humanity, no matter how far he descends - only madness
lies in that direction; actions that would lead to the loss of the
last point of Humanity instead give the dhampyr a
Derangement. Dhampyrs have P'o ratings just like their Kueijin
parents, though, and must be careful to avoid awakening
the fitfully sleeping Demon.
Dhampyr characters do not use Dharmas - the salvation for
the reborn is not the path for those once born in shadows. Of
course, some dhampyrs still espouse the particular virtues of
a given Dharma, but they must abide by their Humanity as
well, just as dictated by Heaven. It is unheard of (but not
impossible...) for dhampyrs to follow Paths of Enlightenment -
no dhampyr would ever admit to stooping to such conduct.
Then again, coming in contact with a Path of Enlightenment
enough to learn it should be ludicrously rare for a dhampyr.
Unlike vampires, dhampyrs do not suffer from drowsiness'
during the day, though most are, in fact, nocturnal by choice.
Sunlight is uncomfortable to dhampyrs. As a result,
dhampyrs only suffer Humanity limits to dice pools while in
direct sunlight; if under shelter or, otherwise, in shade or
darkness, a dhampyr functions with full efficiency even during
the day. However, dhampyrs still suffer the social
consequences of low Humanity (see Vampire: The
Masquerade, pp. 134-136), and a given dhampyr's
appearance becomes noticeably more monstrous and bestial
as his Humanity ebbs.
A dhampyr's beginning Humanity rating is equal to his
Conscience and Self-Control virtues added together.
Additional Humanity costs one freebie point per dot.
Improving Humanity costs twice the current rating in
experience points; additionally, the dhampyr must show
some true connection to his human nature in game play, a
task generally requiring exceptional and long-running
roleplaying.
P'o
Though the Demon rests just below the surface of the
dhampyr's consciousness, it is a lethargic counterpart. Not
quite as fierce as the Demon riding a Kuei-jin, a dhampyr's
Demon is less of a subtle tempter and more of a barely felt
urge toward monstrosity.
All dhampyrs begin with one point of P'o - this is the heritage
of the Demon. Dhampyrs risk increasing P'o energies if they
stray from their human ways too often and too heinously. Any
time that a dhampyr botches a roll of Conscience (see
Virtues, below), he gains a point of P'o. Each permanent P'o
point reduces the character's maximum Humanity by one, so
no dhampyr can have a humanity rating above nine (due to
starting with a P'o of one).
Unlike Kuei-jin, dhampyrs are not susceptible to shadow
soul. Still, the Demon makes whispered threats and
promises, and all dhampyrs must learn to contend with it.
Any time the dhampyr makes a Virtue roll of any sort, the
Storyteller rolls the dhampyr's P'o rating (difficulty 6); each
success removes one success from the Virtue roll.
Dhampyrs do gain Demon Chi from their P'o, just like Kueijin,
and can use it for all of the same purposes: increasing
speed or strength, growing fangs, powering Disciplines, etc.
As always, a dhampyr may not spend more Demon Chi in a
turn than his Stamina rating. Also, since the Demon is not as
strong in dhampyrs as it is in Kuei-jin, dhampyrs only roll one
die to regain Demon Chi at the beginning of a new evening,
regardless of P'o-the dhampyr's demonic energies return
slowly and erratically. This roll is always made at sunset.
Dhampyrs who die with P'o ratings of three or more come
back as full Kuei-jin. This is rarely a blessing of any sort.
Virtues and Chi
In conjunction with their humanity, dhampyrs have the virtues
of Conscience, Self-Control and Courage. Any given
dhampyr's Conscience resists the seductive whispers of the
Demon and keeps the dhampyr true to his human nature; his
Self-Control allows him to resist fire soul; and his Courage
allows him to resist wave soul. These actions are taken as if
the dhampyr was a Kin-jin. (See Vampire: The Masquerade,
pp. 133-134.)
However, a dhampyr is more than just a mortal- the dhampyr
is a creature of burning, writhing Chi energy. Like the demonhunting
shih, dhampyrs can use their Chi energy to perform
incredible feats. The amount of Chi a dhampyr has access to
is determined by his Self-Control and Courage; Yin Chi
equals Self-Control, while Yang Chi equals Courage. Of
course, the dhampyr normally has 10 points of Chi in his
body; being only half-unliving, though, he cannot channel it
as effectively as a true Kuei-jin. Thus, a dhampyr with Self-
Control 3 and Courage 4 finds himself able to use only seven
of his Chi points, despite his body's pool of 10 Chi.
Using Chi energy taxes a dhampyr, just as it does a mortal.
For every two points of Chi energy used, the dhampyr suffers
one health level of bashing damage. The dhampyr may not
use Chi in excess of his appropriate Virtue ratings unless a
successful Stamina roll, difficulty 9, is made - each success
allows the dhampyr to access one additional point of Chi, but
also costs a health level (of non-soakable lethal damage) and forces a Conscience roll (difficulty 8) for loss of Humanity as
the dhampyr burns out her very spirit. Dhampyrs may only
call upon one point of Chi energy in any given turn; the Kueijin
capacity to direct large quantities of Chi is beyond the
capacities of dhampyrs' mortal husks.
Dhampyrs are not limited to restoring their Chi energy with
rest, though. A dhampyr may also feed on the Chi of others,
gaining stolen sustenance just like a vampire. To do so, the
dhampyr must eat flesh. Dhampyrs cannot absorb Chi from
blood, breath or dragon nests, as they lack the Dharmic
enlightenment to do so. Each health level "eaten" from a
victim returns one point of Chi to the dhampyr's Chi pool, and
restores the requisite health. However, such an act almost
certainly mandates a test of Conscience.
The normal uses of Chi energy besides Disciplines -
animation, Ghostsight and the like - are not available to
dhampyrs. Since a dhampyr is not a damned soul housed in
a dead body, the ghostly powers of Lifesight and Ghostsight
are not accessible. Dhampyrs require food, water and sleep,
just like normal humans; Chi energy is not required to
animate them, although a dhampyr may elect to spend a
point of Chi energy (either type) to stave off hunger, thirst
and fatigue for one day.
Dhampyr Character Creation
Trait Starting Values Freebie Cost Experience Cost
Attribute 7/5/3 dots 5 per dot Rating x4
Abilities 13/9/5 dots 2 per dot Rating x2 (3 for new)
Disciplines 1 dot 10 per dot Rating x15 (20 for new)
Virtues 7 dots 2 per dot Rating x2
Humanity Conscience + Self-Control 1 per dot Rating x2
Willpower Courage 1 per dot Rating x2
Starting freebie points: 15
Dhampyrs do not suffer from Chi imbalance in the fashion of
Kuei-jin, though they are certainly just as vulnerable to
artificial Chi imbalance (through Disciplines or other effects)
as anyone else.
Willpower
A dhampyr character's starting Willpower rating equals his
Courage Virtue rating. Willpower can be improved with
freebie points or experience points at the usual costs: one
freebie per dot or twice the current rating in experience
points. Willpower can be used for all of the functions -
Disciplines, resisting mental intrusion, improving physical
performance - that Kuei-jin can use.
The mental fortitude of a supernatural creature is part and
parcel of the dhampyr, and as such, dhampyrs can resist
various supernatural powers on par with vampires, witches,
ghosts and their ilk. Any power that finds supernatural targets
more difficult to affect, or that can be resisted by supernatural
subjects, is limited similarly when used against a dhampyr.
Merits and Flaws
Obviously, many of the problems and benefits specific to
Kuei-jin are not relevant to a still (mostly) living dhampyr. In
particular, dhampyrs cannot have the Kuei-jin Flaws: Defiled,
Different Body or Vengeful Ancestors, nor should they take
Merits or Flaws from the lists of those barred to Kuei-jin.
The Flaw: Akuma may be taken. In this case, the dhampyr
has been branded a traitor and outcast, although few
dhampyrs survive long after such a sentence.
Health
Dhampyrs have the same number of health levels as a
regular human or Kuei-jin. However, the hardiness of their
perpetually dying bodies fortifies them with resilience beyond
a human's. In game terms, dhampyrs gain a full soak roll
against lethal damage as well as the usual soak-versusbashing
damage. Unlike true vampires, dhampyrs do not
take half damage from bashing attacks. Also, dhampyrs have
difficulty with fire and mystical attacks, just like Kuei-jin; such
attacks are aggravated and cannot be soaked without special
powers. Sunlight does not inflict damage on dhampyrs,
though many find it uncomfortable and are, thus, nocturnal by
choice.
The half-living flesh of dhampyrs does heal with time. A
dhampyr can heal just like a mortal (see Vampire: The
Masquerade, p. 219), although this process is rather lengthy.
Using Chi to heal is more efficient. A dhampyr may use Chi
to heal wounds like a Kuei-jin: One point of Chi heals one
level of damage, while five points of Chi can repair one level
of aggravated damage. Of course, the dhampyr may still suffer the usual health-level injury from using this Chi, but
such fatigue is easily overcome with rest. Thus, the
dhampyr's wounds close and knit, and he finds himself
exhausted for a short time but miraculously recovered.
Once a dhampyr drops below Incapacitated, the character
fades quickly. As with any mortal, the dhampyr can and will
die from blood loss, shock and major organ damage.
However, the dhampyr may survive trauma that would
immediately kill most mortals. If the dhampyr is reduced
below the Incapacitated health level with lethal damage,
make a Stamina roll (difficulty 9) success indicates that the
dhampyr amazingly hangs on to half-life at the Incapacitated
level. Aggravated damage beyond this point kills the
dhampyr automatically, of course, and a foe who suspects
the dhampyr's resilience can take measures to insure the
death of the Shade Walker. Still, if a dhampyr is filled with
bullets and left for dead, he may well survive to wreak
vengeance on his unsuspecting tormentors.
Dhampyrs do not suffer from the rigors of old age as readily
as mortals. Once mature, dhampyrs nearly stop aging; barely
a year of subjective age affects a dhampyr each decade
afterwards. It is not unusual for a dhampyr to have a
productive life for one to two centuries, barring accident,
injury or the lassitude of eons; indeed, some dhampyrs are
rumored to be more than 300 years old. However, for game
purposes, dhampyr characters are considered to be between
25 and 50 years of actual age (an apparent age between 18
and 23, in most cases).
The Little Details and Mechanica
Although the new character types are included for the
purposes of making the Middle Kingdom a more
cosmopolitan and diverse place, not everyone will take them
in the spirit with which we offer them. You know these people
- they're the scapegraces who want to play Embraced
werewolf mage faeries with True Faith. To that end, and for
the purpose; of keeping the Middle Kingdom mystical instead
of downright weird, please be aware of the following
guidelines.
Hengeyokai and other shen may not become Kuei-jin.
Hengeyokai, though they may (rarely) go to Yomi when they
die, are not reanimated in their former bodies. They are
already creatures of as much spirit as flesh, and are far more
likely to rejoin the cycle as a new (and therefore "normal")
Hengeyokai than they are to spend much time in the world of
the Yama Kings. As always, returning from the dead shatters
a mage's avatar: While it is possible to have a Kuei-jin who
was once a mage, he's not going to be wielding any spheres.
Obviously, wraiths are already dead, and if they somehow
get stuck in я mortal body as a Kuei-jin, they fit the definition
of Kuei-jin, and lose Arcanoi for Disciplines. Hsien, like
hengeyokai, are already creatures of spirit, and are likewise
destined for other purposes than eating flesh under the blood
moon of Tokyo.
While a dhampyr may become a "vampire hunter," we find it
difficult to imagine that any Shih would be too enthusiastic Ю
instruct the child of a monster in the esoteric ways of her
righting arts. Unless your Storyteller is completely deranged,
dhampyr may not learn Qiao or begin play with an 8/6/3
Attribute spread. It's not physically impossible, but the sort of
training required (not to mention the willingness of the
teacher to do it) has made certain that no dhampyr Shih has
walked the Earth in the course of history. (Storytellers, we're
willing to lay 10-to-l odds that at least one of your players
asks for your permission to be "the only one," since it's not
technically impossible. Just say no, unless you're playing a
very, very cinematic game.) Yulan-jin
Not all souls that escape Yomi have the resilience to return to
their own bodies. Shredded by the winds of Hell, some souls
find that they cannot hold fast to the physical world. These
wandering ghosts must return to bodies not theirs in order to
fulfill their roles among mortals.
The Yulan-jin are body-hopping Kuei-jin. Due to a lack of
spiritual fortitude or to the demands of Hell, the Yulan-jin find
themselves in a constant cycle of death and rebirth. When a
Yulan-jin "dies" (or "passes on"), his soul moves out to find a
new host. The former body, tainted with the residue of the
Yulan-jin's leaving soul, is unsuitable for further use. The
Yulan-jin has no real control over the choice of the new body;
indeed, some tales attribute the Yulan-jin with a disturbing
possibility of finding themselves in the bodies of gaijin. The
P'o, enraged and seeking a home, simply picks a likely
corpse, and the Yulan-jin slides into animation once more.
Personality, memory and identity pass into the form with the
soul, but the Soul Jumper often finds his memories clouded
and fragmented. Old friends and allies may be many hundred
miles away, and the trappings of the material world are nor
taken with the spirit when it claims a new body. Thus, each
new life requires that the Yulan-jin begin anew.
Few Yulan-jin rise above the perils of their condition to fulfill
their Dharmic paths. Indeed, as they pass through multiple
unlives, their memories blur and their personalities become
lost in the wash of time. Only through the most extraordinary
effort can a Yulan-jin maintain a hold on who he is and what
he is doing; for the majority, though, unlife is an eternity of
moving from role to role without understanding, or hope of
salvation.
Yulan-jin Society
At first glance, it is impossible to tell a Yulan-jin apart from a
Kuei-jin. Outwardly, both are animated dead, both are souls
returned from Hell to pay for a karmic debt. Indeed, a newly
returned Yulan-j in is essentially identical to a Kuei-jin in all
respects, and may even be inducted into a court or wu.
Once a Yulan-jin "dies," though, her true nature becomes
apparent. Instead of hovering near the body to return from
the Little Death, the Yulan-jin's spirit wanders until it finds a
new and suitable host. Obviously, at this point, the Yulan-jin's
nature becomes apparent. Although many young Running
Monkeys and disciples have never heard of Yulan-jin, some
elder will doubtless take die opportunity to bring up the
lesson, and the Yulan-jin will find himself removed from his
position in court and wu - one cannot have respectable and
responsible duties if one does not have a stable body, after
all.
Since they cannot reside among die courts, Yulan-jin form
their own sorts of societies. Generally, a Yulan-jin takes a
particular use name - a name that remains constant from life
to life - while otherwise adopting the trappings of the new
body. So that one Yulan-jin can recognize another, they refer
by their use-names when among other undead (often
prefaced with "Yulan" so that a Soul Jumper can be
distinguished from a Kuei-jin - "Yulan-Ho or Yulan-Shin" ) .
Armed with an identity that passes from body to body, the
Soul Jumpers keep some sort of contact. Unfortunately,
when a Yulan-jin passes on, there is no way to determine
what body will rise or how far away it will be. As a result, a
Yulan-jin could easily find himself in a new form several miles
from his old compatriots. Given this problem, it's no surprise
that Soul Jumpers don't form close ties or settled societies,
but rather have nomadic unlives where reputation counts for more than personal interaction. Stories told about a given
Yulan-jin are passed through other Soul Jumpers as they
move and interact; those who accomplish great deeds or
hold on to their forms for extended periods of time are
accorded respect.
Yulan-jin Character
Since Yulan-jin are effectively Kuei-jin who simply change
bodies from time to time, character creation is
straightforward. It's the changing of bodies that leads to the
complexities of character. A Yulan-jin character in built just
like a regular Kuei-jin, with only minor exceptions. Unless
stated otherwise below, assume that character creation and
abilities function for a Yulan-jin just as they do for Kuei-jin.
Detecting Yulan-jin
Outwardly, a Yulan-j in seems like any other Cathayan -
there is no visible difference from other Kuei-jin unless one
actually watches a change of bodies.
However, the soul of a Yulan-jin is marked and starred by its
passage through Hell and its subsequent traumatic trips
through varying bodies. Indeed, each time the Yulan-jin
changes bodies, a piece of the soul is left behind. As a result,
the various Soul Arts can sometimes tell a Yulan-j in from a
normal Kuei-jin. The Cultivation power Scrutinize, the
Obligation power Soul Bridge, and the Chi'iu Muh power
Purification can all determine the true nature of a Soul
Jumper, as long as three or more Successes are scored on
sensory rolls with the appropriate Disciplines. Whether or not
the Soul Jumper is recognized as something different
depends upon the occult knowledge of the scrutinizing Kueijin
in question.
Concept
A Yulan-jin's concept does not necessarily differ markedly
from a Kuei-jin's. The separation lies in the additional thought
required to flesh out the character's background. Did the
Yulan-jin have other lives before this one, or is this the
character's first Second Breath? What settled the Yulan-jin
upon his particular Dharma? Does the Yulan-jin have a place
in Kuei-jin society at present, or has his nature been
uncovered? Did the Soul Jumper leave friends and family
behind, or has he decided to sever all such attachments?
Ultimately, the unavoidable exigency of passing on forces all
Yulan-jin to think about these questions.
Willpower
Lacerated by the winds of Hell while escaping Yomi, a Yulanjin's
soul rarely has the spiritual fortitude common to Kuei-jin.
As a result, starting Soul Jumpers must have a Willpower
rating between three and five.
Dharma
Soul Jumpers can choose any of the Dharmas available to
Kuei-jin, although the constant shifting of bodies precludes
much development. As a special note, even the Thousand
Whispers Dharma is difficult for Yulan-jin. Despite physically
changing bodies, the Soul Jumper does not fill that Dharma's
tenets well: The Thousand Whispers Dharma requires that
the individual learn everything possible from a given life
before discarding it. The Yulan-jin are often forced to discard
incomplete lives.
Body Swapping
Regardless of skill or desire, all Yulan-jin find themselves
changing bodies eventually. There are several circumstances
under which a Yulan-jin may find his soul ousted from his
current body. Although different events can trigger passing
on, die result is always the same.
A Soul Jumper passes on when:
• His temporary Willpower rating reaches zero;
• His temporary Chi of either type is completely
exhausted; or
• He suffers the Little Death.
A Yulan-jin suffering the Final Death does not return to claim
a new body - the spirit is claimed by Yomi.
As soon as the Yulan-jin passes on, his body drops to the
ground, truly and completely dead. The body suffers
whatever sort of decomposition is expected for a corpse of its
age. The soul then flees to the8 Mirror Lands, wandering the
Underworld for days or weeks until it finds another suitable
corpse. During this time, the soul undergoes the excruciating
journey through Yomi until Fate finds another body for it.
(Storytellers are encouraged to lead the player's character
through the Thousand Hells if they don't mind taking a short
break from the troupe's actions or for a little one-on-one
roleplaying). Additionally, all of a Yulan-jin's guanxi break
when she shifts bodies.
Because a Yulan-jin's soul has had a true body for some of
its existence, it seeks out bodies of that sort. Thus, it is rare
for a Yulan-j in to take up residence in a body of a different
gender, or with wildly different physical characteristics. Thus,
Yulan-jin characters do not change their Attributes or
Physical Merits and Flaws when changing bodies, unless
specified by the Storyteller.
The process of wandering the spirit realm and taking a new
hose does impact a Yulan-jin's memories and personality,
though. Often, upon taking a new body, the Soul Jumper
experiences disorientation and loss of some memory; this
may last for a day, or it may be permanent. When a Yulan-jin
takes a new body, make a Willpower roll (difficulty 7). If less
than five successes result, the Yulan-j in suffers some loss of memory; any Ability (but not Virtue or Discipline) rated higher
than the Yulan-jin's Willpower loses one point. If less than
three successes are scored, the Soul Jumper loses a
permanent point of Willpower - the downward slide into
oblivion accelerates as the soul remains unable to keep a
hold on the material world. If a botch is scored, the Yulan-j in
not only loses some Abilities, but also returns to die living
lands completely amnesiac for at least a night-perhaps
longer, if story circumstances so mandate.
Changing bodies has an undeniable impact on Dharmic
development as well as memory. Whenever a Yulan-jin
passes on, he automatically loses one point from his current
Dharma. (If his Dharma rating is already zero, his soul is
blasted from the Earth and destroyed.) A Yulan-jin does not
necessarily return in his new shell under the thrall of shadow
soul; die player gets a normal roll for shadow nature to
determine whether the P'o or the Hun is dominant when the
Yulan-jin returns.
Comming Home
According to the annals of the Sunset People, it is possible,
albeit difficult, for a Yulan-jin to find a final home. Indeed,
Park Yulan Mi-jo, formerly of the Green Courts, supposedly
managed to revitalize her soul through a regimen of Soul Arts
and an "ascetic lifestyle, after bathing in a sacred spring. No
longer a Soul Jumper, she took up residence in Singapore up
until her untimely Final Death at the hands of a jealous rival.
Storytellers can, of course, use such stories as motivation for
Yulan-jin characters in a variety of chronicles. Although body
swapping has advantages (such as leaving behind old debt
and enemies), the constant dulling of memory and the price
of losing friends should grate on Soul Jumpers after a while.
The lure of healing the spirit and finally becoming a true Kueijin
can be a draw as big for Yulan-jin as the promise of
Golconda is for the Kindred.
Akuma
Shunned and reviled by all proper Kuei-jin, the akuma are the
true demons of society-those so corrupt and depraved that
salvation is denied them, that they have forsaken any role
they may have had under Heaven, At least, this is the
popular view promulgated by the ancestors of the courts. The
label of akuma is, in many cases, simply a convenient
designation by which to brand any foreigner or Kuei-jin who
does not suit the whims of the court. However, the true
meaning - that of a Kuei-jin who has chosen damnation over
enlightenment, and forsaken Dharma for the whispered
promises of the Yama Kings-is still sometimes true.
Those akuma who are political unfortunates are the unhappy
few that arrive in courts far from their homelands, or who
otherwise anger the traditionalistic elders. Often, no real
blame can be laid upon the akuma in question, though the
individual may be marked for his rebelliousness, injudicious
behavior or simply for having defiled Chi. As a result, the
ancestors call upon the traditions and laws of the court, citing
varied precedents and ancient beliefs, in order to justify the
declaration of akuma against the victim in question. Never
mind that the vampire may be guilty of nothing more than
angering the elder or offending his sensibilities - the newly
declared akuma finds himself the target of hostility and
violence, and will likely die at the fangs of another Kuei-jin if
he does not leave die court posthaste.
The servants of the Yama Kings, though, are the true akuma.
Where the Kuei-jin once served the will of Heaven, they are
now demons trapped in dead forms and forced to survive on
stolen Chi. Since Heaven has turned its face from the Kueijin,
the damned reason, it is only right that the Kuei-jin
similarly turn from Heaven. Other akuma are those who take
up servitude in exchange for power, prestige or other things
that they could not achieve for themselves - even immortals
in search of enlightenment can fall prey to greed and
pettiness. By bartering their services and souls, the akuma
gain the favor of Yomi's lords, and those ancient spirits are
mighty patrons indeed.
Though powerful, a demon-tainted akuma is not without flaw.
Ultimately, service to the Yama Kings gives up the akuma's
freedom. An akuma may have great powers; he may have no
fears of enlightenment or damnation; he may have dominion
over men and vampires, but ultimately, his will is not his own.
An akuma must serve the needs and desires of his Yama
King; the one who fails simply becomes the next example,
the better to motivate the others. Pacts and Servitude
Entering service to a Yama King is no mean feat. Although
the Yama Kings are always eager to corrupt the Kuei-jin (the
irony of turning the Sunset People against their original office
never pales), not all vampires have something to offer the
Lords of the Hells. Powers? The Yama Kings and their
minions are already more powerful than any Disciple could
ever comprehend. Souls? The Kuei-jin's soul was a prisoner
of Yomi once already; the Yama Kings consider such souls
theirs by right. Service-the Kuei-jin must be in a position to
offer to the Yama King that which the Lord and its servants
cannot easily accomplish. So are pacts made: The Kuei-jin
beseeches the Yama King or its intercessionary for aid, and
in return promises to complete tasks for the demonic master.
In many cases, both sides bring an initial gift to the
bargaining table - the Yama King bestows some minor boon
or favor upon the supplicant, who conversely offers up some
deed or treasure already completed or acquired. An
agreement is made, a bargain is signed, and the Kuei-jin
becomes akuma in truth.
In order to insure loyalty, the Yama Kings must be harsh and
unequivocal. Thus, they never fail to fulfill their parts of
hellish bargains. This promise of wish fulfillment continually
brings disillusioned and greedy Kuei-jin to the ranks of the
Hells. Conversely, the Yama Kings are unstinting in their
punishments for failure; no miserable akuma can be allowed
to think that he might escape servitude while retaining the
gifts of Hell. Whatever a Yama King promises, it delivers -
though what it appears to promise may be another matter
entirely.
Since many akuma are simply called upon to provide a
particular service, the Yama Kings carefully fashion their
blandishments to entice the vampires back for more. Most
pacts include some time factor - granting a particular boon
only for the duration of a mission is common, as are one-use
investments and pacts for a year and a day, or even for 99
years, (Kuei-jin scholars aware of these trends tend to look
askance at the treaty of Hong Kong.) Because of these
"limited use" clauses, Kuei-jin who rely upon the assistance
of Hell become dependent upon these powers and gifts, and
must return the favors with new contracts and services. In
theory, an akuma could back out after "freelancing for Hell,"
but the circumstances that drive one to make a pact in the
first place - the desire for something otherwise unattainable -
make this unlikely at best. Once addicted to the rush of
Hellish power, there is no turning back.
A typical pact involves the would-be akuma seeking out а
means of contacting the Yama Kings - in this foolhardy
endeavor many Kuei-jin die at the hands of unthinking spiritminions.
From there, the Kuei-jin must demonstrate his worth
and usefulness to the Lords of the Hells; this "interview"
might simply be a look at the impressive achievements of an
already-infamous Kuei-jin, or (more likely) a careful process
of evaluating the potential usefulness of the recruit. If the
Kuei-jin is deemed to possess the proper skills at an
efficacious time and place, then a contract may be offered;
otherwise, the vampire's Chi feeds the hungry slaves of the
Yama King and his soul returns to the Thousand Hells.
Should the vampire supplicant survive this stage, there is no
return - he becomes one of the akuma.
Spreading the Taint
Frighteningly, there is no reliable-way to determine whether a
given individual is a true akuma. The pacts and services of
the Hells do not damn a vampire's soul; rather, it is the
actions freely taken that do so - and many of the older
vampires are as foul in their habits and practices as any
young servant of Yomi. As a result, it is a simple matter for
an akuma to infiltrate a court and a wu for a time, and this is
exactly the first mission that most akuma are instructed to
undertake.
By entering a wu and a court as a respected disciple, the
akuma positions himself subtly to gather information and
influence for the benefits of the Yama Kings. Instructors who
carefully guard themselves against hostile spirits can be
spide upon through earnest young Kuei-jin students. Courts
that declare open warfare against the demons of Yomi can
be brought low by the single traitor within. In this fashion, the
Yama Kings gather information about their enemies, and
place pawns to hinder the Kuei-jin who would fight for
enlightenment. After all, the enlightened Kuei-jin serve the
mandate of Heaven, and part of that mandate is (or was) to
combat the Yama Kings; why should the Lords of the Hells
not take the first strike against such potential threats?
Outside the courts, though, are the wandering akuma, those
who deliver knowledge or services beyond the screens of
Kuei-jin society. Such akuma are rare indeed: There are only
so many hidden temples, lost artifacts and buried secrets to
discover. Thus, these "wandering demons" often strike a
bargain of mutual assurance, gathering arcane lore and
sharing the knowledge with a Hellish patron in exchange for
the powers necessary to complete the task of acquisition.
After all, hidden knowledge of secrets and weaknesses may
be as easily exploited by the finder whether hoarded or
shared; garnering additional favors and powers out of the
bargain is "blood on the baby." As these akuma rarely spend
much time in own place, they avoid staying in any court long
enough to rouse suspicion (except inasmuch as any
wandering Kuei-jin is treated with suspicion).
Of course, the ancestors and mandarins are all too clever no
akuma can remain hidden forever. This, too, works to the
advantage of the Yama Kings: An akuma fleeing the courts
must turn to whatever assistance he may find. As such, these
running demons are easily enticed into new bargains and
services. Should an akuma fail to have any further use, then
of course, there is no cost in letting the worthless servant fall-
and so are the courts' fears assuaged, even as the Yama
Kings set about the recruitment of additional tools. Akuma Characters
As with other servants of the Infernal, akuma are not good
roles for players - the challenges of seeking enlightenment
and of overcoming the demonic curse of Yomi are lost for
such souls. A character may be tempted by the minions of
the Thousand Hells, but a Kuei-jin who makes the final pact
casts aside any hope at redemption.
The obligatory warning aside, akuma call upon a wide range
of powers. Typically, an akuma barters with one specific
Yama King; familiarity, after all, allows the akuma to draw
upon experience and to work toward consistent goals. In
return, each Yama King offers a host of different powers; the
individual powers may vary, though in general, they fit the
moods of the particular demon lord: Mikaboshi, King of the
Wicked City, may offer technology-oriented abilities, while
TouMu, Queen of the Hell of Being Skinned Alive, often gifts
servants with powers of pain and torture. Individual powers
are left to the Storyteller's discretion; there is no single
template for "generic akuma" - every such demon is a unique
and dangerous opponent.
Almost all akuma, though, unearth the ways of the
Hellweaving Discipline. With the proper obeisance, a Kuei-jin
can propitiate the Lords of the Hells, calling for their aid or
succor in times of desperation. These simple rituals form the
core of a Demon Art reviled by all proper Kuei-jin. Still,
instruction in Hellweaving is almost always part of any firsttime
pact, and unlike invested powers, the knowledge of this
Discipline comes without any time constraints. Indeed, once
learned, this Discipline can be studied and improved
normally; akuma sometimes teach the rudiments of this
Discipline to others, as the powers require the proper service
to the Yama Kings regardless of the practitioner.
Storytellers are advised to use akuma characters sparingly
and carefully. The relative scarcity of Kuei-jin means that,
with only a small portion of them tempted into akuma status,
the demon-touched are a distinct minority. An akuma is not a
villain to be bested before proceeding to the next enemy;
rather, akuma are a hidden menace, the festering, cancerous
abscess that goes unrecognized until it's too late. An entire
story can easily be built around the process of uncovering
and foiling a single akuma.
Heretical Dharmas
Although one Dharma traditionally corresponds to each
direction in the annals of the Kuei-jin, not all vampires follow
the forms and traditions of Xue. Indeed, far from the centers
of Kuei-jin civilization in China and Japan (and even in some
places within those August Courts, though the mandarins
would deny it), vampires practice beliefs handed down from
other cultures. Guided by philosophies codified in ages past,
these vampires practice esoteric rituals and cultivate unusual
powers. To the settled Kuei-jin, they are a dangerous
menace, espousing heretical beliefs. When discovered, they
find themselves hunted, reviled and branded akuma. Even
so, many parts of the world harbor these students of arcane
eccentricities far from the reach of Kuei-jin courts and mortal
eyes.
Learning the heresies is no simple matter; a Kuei-jin must
have the proper predilections and instructors. The relative
scarcity of the heresies means that happenstance is the most
common tutor for Running Monkeys. A recently arisen
disciple may find himself instructed in the alternate Dharmas
by a nearby heretic if no other representative of Kuei-jin
society presents herself. Trained in thinking and customs
outside of the courts, heretical disciples often find themselves
in for rude shocks when meeting Kuei-jin society.
Systems for Heretical Dharmas
Many of the heresies are founded upon compound virtues,
such as a balance between Hun and P'o. In such cases, all
Dharmic path rolls are made with the average between the
two scores; round halves upward.
Heretical Dharmas do not have lucky numbers; as such,
Kuei-jin following these paths gain only their direction
numbers for their Horoscopes. Such is the price of following
a path outside the confluences of the courts' astrology.
Advancement along the heresies proceeds much as with any
other Dharma: The Kuei-jin is subject to the vagaries of den.
However, the lack of large followings among these Dharmas
means that there are few ancestors along these paths. As a
result, heretics cannot often rely upon training, but instead
must forge ahead from the pieces of enlightenment that they
can scavenge from history. The Flame of the Rising
Phoenix
Virtues: Hun and Yang
I walked through the door of death
And came across as a monster;
I walked through the threshold of life
And returned across as a man.
- Ki Yuen, Rising Phoenix poet
Kuei-jin were once humans; acutely so: unfinished tasks,
unpaid debts, unfulfilled karma draw them back to their
bodies. In their own corpses, they find new places under the
Cosmic Wheel. They leave behind their old lives, to pursue
an eternal existence of philosophy and enlightenment.
But what guarantee is there that the Cycle has placed these
Kuei-jin back in the mortal realms to fulfill a new purpose?
Indeed, argues the Rising Phoenix, the true purpose of a
Kuei-jin is to finish the tasks left undone in life, to pay the
karmic imbalance by retaking one's former role and balancing
the acts that brought damnation. By repaying the debt, the
Kuei-jin completes his interrupted life cycle and pays his
karmic debt, and is, thus, freed from the karmic cycle.
Obviously, this Dharma is reviled as heretical by the
Quincunx and the scholars of the Ki Chuang; the undead,
they say, have been returned by Heaven with a new purpose
and a new mandate. Yet the Rising Phoenixes argue that
they have simply been sent back with new powers and a
second chance to finish their unresolved lives; the abilities of
the Kuei-jin, they assert, are tools to assist in fulfilling one's
karmic destiny, while the Demon is nothing more than
punishment for failing during one's lifetime. Overcome the
urges of the Demon, master the powers of the reborn body,
and complete the task of one's mortal life, urge the
Phoenixes - and be freed of the cursed Cycle.
Strangely, few Kuei-jin ever achieve great age or status while
following this Dharmic path. Many scoff that this is simply due
to the fact that the Kuei-jin of this path are incapable of
spiritual development because their philosophy is flawed. Yet
others note that the most vibrant and most enlightened of the
Phoenixes will suddenly disappear from Kuei-jin society,
never again seen; even, powerful divinations cannot confirm
their deaths. The fate of these elders is a mystery - but in the
meantime, the Phoenixes suffer persecution due to their lack
of political authority just as much as from philosophical
divergence.
The typical Rising Phoenix is, for a time, a bastion of hope
and. compassion; driven to regain mortality, they revel in the
feelings a senses of their once-living days. Each one
struggles to find his true place in the scheme of Heaven, and
to fill that place; inevitably, they return to their homes and
families, to take a role on the periphery of their old lives in an
attempt to fulfill their desires for completion. Indeed, many
form small followings among their immediate family, drawing
sustenance and support from their relatives while seeking the
means of transcending the curse and returning to mortality.
Unfortunately, the driving hunger and false life of the vampiric
condition inevitably lead to conflict and tragedy.
Training: Rising Phoenixes don't have a typical training
regimen, probably due to the lack of true bodhisattvas on this
path. Most develop their insight and mysticism, in order to get
in touch with their needs and drives and find out where they
went wrong in life. Ancestor veneration is common as well,
as the Rising Phoenixes seek wisdom from old relatives. Each Rising Phoenix must find his own inner nature and
satisfy it in order to reclaim his place in mortal life. However,
some platitudes remain useful to all Phoenixes. Students of
the Rising Phoenix are counseled to seek out their mortal
relatives and friends, to remain tied to their humanity. The
Phoenixes also develop their self-discipline to avoid the
temptations of the Demon, while honing their Yang energies
to bring themselves closer to the semblance of life.
Weakness: Rising Phoenixes, obviously, lead tragic unlives;
the Demon, the imbalance of the soul, and the undying
hunger all lead eventually to destruction of one's friends,
family, and allies. Attempts to retake a true place in mortal
society are doomed by the limitations of the Kuei-jin form.
Many give up hope and change their beliefs later in their
existence, after destroying their own families. Worse still, the
fact that there are very few bodhisattvas on this path means
that Phoenixes are easy targets for persecution; courts are
quick to proclaim them outcast, and point to this lack as
"proof that the path is fundamentally flawed.
Affiliations: Mankind, the color gold and the east direction.
Auspicious Omens and Symbols: Birds of paradise, clear
skies, celebrations of birth, spinning tops, kites.
Concepts: Shopkeeper, public servant, professor, student,
poet, artist.
Quote: Even in death I'm very good at that I do. Very good.
Tenets
1. Return to the world from which you came.
2. Repay the debts of your human life.
3. Help others to find the unique value of humanity.
4. Fight the Demon and deny monstrosity.
5. Live not with extremes or balance, but simply well.
6. Wake the sleeper who shuns experience. Life is
the arising of experience.
7. Never deny the joys and sorrow of life.
8. Return to your mortal ways; seek your human
state.
Rival Path
Devil-Tiger: They would be monsters. In so doing, they deny
their human souls.
Resplendent Crane: Mistakes are tools for learning, not
reasons for punishment.
Song of the Shadow: The dead hold no secrets that do not
spring from the living.
Thousand Whispers: To be a thousand shallow lives is
nothing, when they cannot be one life of meaning.
Thrashing Dragon: Feigning humanity is not human.
Kindred: No remorse, no return. They must die that they
may live again.
The Tempest of Inward
Focus
Virtue: Balance
Is the eye of the storm any less for its peace?
Is the emptiness not defined by its surroundings?
In the wind, be still.
In the calm, be free.
- So-i Wenli, Tempest chronicler
Pull and twist, push and tear: The fire of Yang and the void of
Yin thrash at the Kuei-jin, even as the drive for redemption
fights the Hell-winds of Yomi. The Tempests understand all
too well the forces that spin through every vampire; pitting
these forces against each other, the Tempests seek the calm
in the midst of the chaos.
Driven by the warp and woof of soul and Chi, the first
bodhisattva of this Dharma supposedly crystallized
enlightenment through the principles of negation. Unable to
find solace in any of the manifold teachings of Xue, she
sought exotic learning from distant lands. Gathering
knowledge revealed by both spirits and demons, she fought
for an understanding that always eluded her grasp. At last,
she abandoned all Dharmas, existing only as her needs
dictated, reacting to the world around her. Confronted by
demons who taunted her with the emptiness of her soul, she
recognized the void at the center of all of her learning and
experience, and she awakened.
Surrounded by swirling chaos, the Tempests bask in the
calm within. Every carefully placed element becomes part of
a circle; the circle holds all of creation. No one truth leads to
enlightenment; illumination throws shadows that bring
understanding. By watching the synergy of opposing forces,
the Tempests learn what lies outside of those forces. Yin
flows into Yang and twin souls war, but in the spaces
between them, the Tempests find solace.
A Tempest exerts moderation and learning. All things are
worth study, but only in forbearance. To follow the
straightened path completely is to fail in the pursuit of
diversity. As a result, Tempests dabble in many things,
seeking to find the contradictions and paradoxes of
existence. Through such conundrums, they develop a
detached point of view, seeing the truths in disparate parts.
This is not to say that Tempests are dilettantes without
dedication. Finding the center point from which all of creation
is visible certainly taxes endurance. Indeed, Tempests strive
to master many arts at once, since only the highest
excellence brings full knowledge. However, a practitioner of
the Inward Focus always moves deliberately, seeking to
internalize every component of study completely (along with
its complements and opposites) before moving on. Thus, the
Tempests manifest skill and knowledge in many fields and
endeavors, but only the truly ancient ever become adept.
Broad study requires suitable instruction. Tempests move
from teacher to teacher, always seeking new mentors.
Anyone who brings a new perspective or an opposing
philosophy, whether human spirit or vampire, may be an
instructor. Once a new skill or art is learned, it is never
discarded. Instead, the Tempest seeks out more differences
and opposites, adding to the tumultuous whirlwind of
conflicting ideologies that lend a viewpoint above them all.
Mundane abilities, occult knowledge, and varied Disciplines
are all keys to passing through the illusion of conflicting
truths.
Spirits and men are opposite sides of the same world.
Shadow and wind compete for dominance, but both teach
important lessons. Instead of focusing on any of the
elemental powers of the Kuei-jin, Tempests turn their
attentions to arts that move mind and soul. Ultimately, the
storm tossed seek to become more than man or vampire,
spirit or flesh. What lies beyond the gateway of enlightenment, they say, is nothing short of the universe itself
- and so they seek to become the universe.
Training: Tempests seek to tame their fiery demon natures
with meditation, physical exertion and discipline. Flagellation
and self-mortification are common on this path, though
excesses are discouraged. Conversely, the Tempests try to
understand their demon natures even while cultivating the
Hun; they recognize the need to unify all parts of their
unliving souls. Yin and Yang energy in equal measure seethe
through the flesh and bones of the Tempests, who seek to
balance the clashing opposites, bringing each to greater
heights of counterstriking energy.
Moderation is the watchword of the Tempests: Tightly bound
and controlled, they indulge in all experiences, but drink
deeply of none. Some outsiders consider such dalliances
shallow, but the Tempests know that any excess leads
eventually to weakness and, thence, to corruption, as
exemplified by the fall of the Wan Xian due to their lust for
Chi. Additionally, Many Tempests learn the Discipline of
Chi'iu Muh, using the Dragon Tears to douse the flames of
the Demon.
Weakness: Pulled in many directions at once, the Tempests
pull inward and refuse to commit to any. While this
moderation serves its purpose, the Tempests often find
themselves indecisive or wanting in conviction. Instead of
embracing change and extremes, the Tempests fight for
stability and tranquillity - but at the cost of true inspiration.
In truth, the Tempests lack dynamism. Unable to fully
embrace anything new, different or visionary, they remain a
step behind the rest of the world; their ascetic practices and
primitive lifestyles are simply outward manifestations of this
problem. Playing off opposing energies prevents mastery of
any one force. Without focus and drive, the Tempests cannot
evolve.
Railing against the extremes espoused by the radically
different Path of a Thousand Whispers, the Tempests seek
an alternate form of balance. Unfortunately for them, this
form is handicapped by the fact that true, world-shaking
vision is disdained by the demands of Inward Focus. The
Centipedes express themselves eloquently and with force;
the Temper can only assert themselves with minimalism and
negation.
Affiliations: The material world, the color gray and the
center point direction
Auspicious Omens and Symbols: Cyclones, mandalay
spiral helixes, exploding fireworks, ripples in water
Concepts: Ascetic, monk, teacher, servant, philosopher
laborer, poet, lunatic
Quote: I am the calm of the moonsoon and its greatest gale.
Tenets
1. Pull all things near and make them part of yourself.
2. Balance the needs and desires on all poles, that
they strive against each other.
3. Never stray from the core of your nature.
4. Realize the potential to learn from all people.
5. Remember the lessons of the past; apply them to
the future.
6. Be consistent in your rewards and punishments.
7. Teach others the virtues of peace and moderation.
8. Bring harmony to the spirit worlds through
balancing the living realm.
Rival Path
Devil-Tiger: Their indulgence in damnation is eternal.
Resplendent Crane: A path so narrow cannot include the
beauty of the wilderness.
Song of the Shadow: Once dead, twice fooled.
Thousand Whispers: Extremes of change bring only chaos.
A life without a past contains no lessons.
Thrashing Dragon: The fire embraced is the fire that bums.
Kindred: Their very blood cries out with imbalance; spill it
forth to return it to the cycle. Then bring them to awareness.
The Face of Gods
Virtue: Hun and P'o
Even gods have their beginnings and their ends:
To what end would you be put, godly one?
- O, The Celestial Nail
Certain theologians speak of the Wheel of Reincarnation, of
moving from one existence to the next in response to karma.
For the impious, this migration leads downward, until the soul
is nothing more than a beast. For the pure and focused
though, the reward is godhood. Even gods are subject to
karma, though, and may fall again, returning once more as
men - or monsters.
Divine revelations of the mad poet О tell of the gods of the
Thousand Hells, and of the great entities of the celestial
realms. In his Red Bonk of the Iron Bridge, O draws upon an
intimate knowledge of Yomi; in The Celestial Nail, he claims
memory of divinity itself. Sparked by such works as this,
some Kuei-jin see their state not as accursed, but as
blessed: Halfway between man and god, the Godlings strive
to return to their rightful place in the Heavens.
Twin souls are more than cleaved demons, according to the
Godlings. Instead, the Hun and the P'o are remembrances of
a divine state once achieved Cast back into human form for a
lifetime, the Codlings return from death as blessed immortals,
gifted with superlative powers but also with infinite desire. To
return to the godhead, one must find the seat of divine
power-and this means mediating between the lusts of divine
passion and the awareness of incipient omnipotence. Calling
upon the universal energies of Yin and Yang, the Codlings
shape the universe around themselves, seeking to hone their
forms back into the sublime.
Not surprisingly, mortal cults often spring up around Divine
Faces. The Godlings encourage such activities, going so far
as to raise dhampyr offspring and to exert their supernatural
abilities on behalf of their servitors. After all, such followers
are rich sources of Chi; some Codlings even find that the
followers' faith itself refines to a more ethereal and sustaining
Chi than their lifeblood. Ultimately, though, these cults are a
means to an end - the end of harnessing enough Chi and
cultivating enough of a following to ascend once more to a
heavenly throne.
While walking among mortals, the Divine Faces surround
themselves in mystery and grace. Gods among men, indeed
- the Codlings have no time to pretend at hiding their natures.
Instead, they command, they rage, they succor; humans are
sustenance, lovers, servants and aides. In return for
obedience and obeisance, the Codling provides stability,
prestige and power to his cultists. What god can be more
compelling than the one that walks directly among his
worshippers, bestowing favor and grace?
Training: Indoctrination of a new Divine Face comes when
an existing Godling takes it upon himself to reveal the truth of
divinity to another. The Divine Faces favor philosophical and
occult knowledge, mastering the energies of their transient
bodies. Courtly graces and etiquette are also taught, as the
Codlings must properly attend to their mortal followers.
Weakness: Arrogance and whimsy mark the Codlings.
Convinced of their superlative destiny, they find the notion of
living as cursed beings repugnant. Followers of other
Dharmas are seen as deluded mystics who miss the
opportunity for true greatness, so no small amount of friction
results. When a Divine Face feels generous, bounty flows
from his hands; when enraged, though, his godly wrath
tumbles down ally and enemy alike. For this reason, few trust
or willingly associate with the followers of this Dharma. Other
Kuei-jin even secretly fear that the Codlings may be right....
Affiliations: The heavenly realms, the color violet and the
south direction
Auspicious Omens and Symbols: Temple ceremonies,
stands of burning incense and candles, shooting stars Concepts: Priest, cultist, criminal, magician, psychologist,
traditionalist, venerated ancestor
Quote: Have you come to bask in my glory or test my wrath?
Tenets
1. Develop your divine nature.
2. Expand both godly and demonic consciousness.
3. Accept the veneration of mortals, but answer their
payers in return.
4. Harness Chi to bring divinity back to your dead
form.
5. Act according to the tenets of your Godly Voice,
and your Godly Desire shall be fulfilled.
6. Visit the Heavens to remember what you have lost.
7. Practice ritual and tradition to empower your own
essence.
8. Commune with the spirits; learn of their messages
from Heaven.
Rival Path
Devil-Tiger: The shackles of terror enslave the monsters as
readily as the victim.
Resplendent Crane: Why be an agent of Heaven when one
can be a god?
Song of the Shadow: The province of the undying lies not in
death.
Thousand Whispers: There may be thousands of gods,
each is an individual.
Thrashing Dragon: Indulgence comes only with
responsibility.
Kindred: Cursed by gods, they a damned, not exalted.
The Spirit of the Living
Earth
Virtue: Yin and Yang
Spirits clothed in flesh, spirits in the floating world;
How can we surpass ourselves if we are chained?
Passing fire, breathing nothing,
Spirit eternal.

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Добавлено: 27-10-2005 08:10
They are just as prone to
extremes of personality and belief as any other mortal with a
passionate connection to the supernatural - perhaps more
so, due to the fiery extremes of their dual souls. Dhampyrs
rarely have Natures that fit into society and tradition; as
perennial outsiders, they are more likely to be Visionaries,
Rebels, Deviants, Loners and the like. Of course, the face
that a dhampyr puts on when dealing with the mortal world is
subject only to the whims of the dhampyr. Dhampyrs can
select from the full range of Natures and Demeanors, though
some (Traditionalist, Conformist, Follower, Conniver, Bon
Vivant) are rarer than others.
Because dhampyrs have Demons just like Kuei-jin (albeit
much weaker), they must also choose P'o Natures. The P'o
Nature, however, does not determine when the P'o can test
for shadow nature. Indeed, the Demon is incapable of such
dominion over a dhampyr in any case, one of the benefits of
the weakened immortal blood.
Attributes
Dhampyrs are mortal, and subject to many of the same
limitations as other humans. However, the circumstances of
a dhampyr's creation almost guarantee that the parent or
parents take an active hand in forming the dhampyr's life. As
a result, most dhampyrs are exceptional specimens in terms
of their capabilities - dhampyrs gain 7/5/3 Attribute points to
spread among their primary, secondary and tertiary Attribute
groups, much like their inhuman parents. The limits to
dhampyr abilities reflect their mortal heritage; a dhampyr is
limited to five dots in any Attribute.
Abilities
With long life spans and access to unusual training from
Kuei-jin, dhampyrs have exceptional capabilities. Though not
necessarily as well trained as a jina or even a mortal shih,
the dhampyrs are forced to develop their abilities just to
survive the constant shadowy struggles of the shen, even if
they choose to avoid such battles. Dhampyrs have 13/9/5
Attribute points to split among their Talents, Skills and
Knowledge, and are subject to the usual limitations: no more
than five dots in any Ability, and no more than three dots in
any Ability during the Ability assignment step of character
creation.
Disciplines
Mastery of Kuei-jin Disciplines comes only with long and
difficult training for dhampyrs. A dhampyr character has one,
and only one, Discipline at the beginning of play - a single
trick mastered through excoriating practice. Dhampyrs may
learn only Shintai Disciplines and Demon Arts; the Soul
Disciplines and Chi Arts are beyond their ken (except for
Feng Shui and Tzu Wci, which may be learned by dhampyrs
just as they may be learned by any mortal).
Learning a new Discipline is a taxing undertaking for a
dhampyr. Like ghouls, dhampyrs are not completely skilled in
the development of vampiric Disciplines. The first dot of a
new Discipline costs 20 experience points to develop;
additional dots (if the dhampyr is so fortunate and skilled)
cost 15x the current rating in the Discipline. Dhampyrs reach
their peak in Disciplines with age. A dhampyr's maximum
Discipline rating is equal to his age in centuries (rounded up),
so a 276-year-old dhampyr can have up to three levels in all
of his Disciplines (and is likely quite decrepit and ready to fall
over and die). Since all dhampyr characters entering play are
assumed to fall into the range of 25 to 50 years of age, they
are effectively limited to the first dot in Disciplines, although
the Storyteller's dhampyr characters may be old enough to
show exceptional prowess.
Backgrounds
Although dhampyrs rarely partake deeply of mortal society,
they do not shun utility. Mortal ties are not paramount in the
half-lives of the Shade Walkers, but neither are the dhampyrs
bereft of such connections. A dhampyr may use any of the
Backgrounds that a Kuei-jin may use, and has 5 points to
distribute among those Backgrounds. Similarly, Backgrounds
that are barred to Kuei-jin are not allowed to dhampyrs.
The Salutary Question:
Dhampyrs and Kin-jin
Dhampyrs, because of their unique half-state as living
vampires, do not interact well with the Children of Caine. A
dhampyr cannot be ghouled; drinking the blood of a Kin-jin
(which a dhampyr would probably never do willingly) simply
restores Chi energy to the dhampyr (one Chi per blood
point). Similarly, dhampyrs cannot be Embraced. If drained of
all blood or killed and then fed vitae, they remain dead.
Dhampyrs can be born to any human and Yang-imbalanced
Kuei-jin parent, or even as the offspring of two Yangunbalanced
Cathayans. Dhampyrs cannot result from a
crossbreed between a Kuei-jin and a shapeshifter (as if that
would ever happen!), since the spiritual nature of the shifter
and the dead energies of the Kuei-jin combat one another.
In a similar vein, dhampyrs cannot be Kinfolk or shifters; the
half-dead blood kills whatever spiritual component may have
been passed on by the dhampyr's parents. As already
Awakened entities, dhampyr cannot use True Magick,
although a dhampyr could use sorcery (just like a ghoul or
revenant). Dhampyrs also can't be Kinain to changelings; the
banality of their half-dead blood prevents this. Humanity
Because they are still somewhat mortal, dhampyrs have a
tenuous tie to humanity. However fragile, this slender thread
is still a representation of the dhampyr's sanity and
connection to his living side. Calling upon this human
heritage gives the dhampyr some ability to combat the darker
urges of his vampiric half, but the man within the Shade
Walker is also vulnerable to the pain, loss and suffering of
human compassion.
Like other mortals, the dhampyr cannot lose his last vestiges
of Humanity, no matter how far he descends - only madness
lies in that direction; actions that would lead to the loss of the
last point of Humanity instead give the dhampyr a
Derangement. Dhampyrs have P'o ratings just like their Kueijin
parents, though, and must be careful to avoid awakening
the fitfully sleeping Demon.
Dhampyr characters do not use Dharmas - the salvation for
the reborn is not the path for those once born in shadows. Of
course, some dhampyrs still espouse the particular virtues of
a given Dharma, but they must abide by their Humanity as
well, just as dictated by Heaven. It is unheard of (but not
impossible...) for dhampyrs to follow Paths of Enlightenment -
no dhampyr would ever admit to stooping to such conduct.
Then again, coming in contact with a Path of Enlightenment
enough to learn it should be ludicrously rare for a dhampyr.
Unlike vampires, dhampyrs do not suffer from drowsiness'
during the day, though most are, in fact, nocturnal by choice.
Sunlight is uncomfortable to dhampyrs. As a result,
dhampyrs only suffer Humanity limits to dice pools while in
direct sunlight; if under shelter or, otherwise, in shade or
darkness, a dhampyr functions with full efficiency even during
the day. However, dhampyrs still suffer the social
consequences of low Humanity (see Vampire: The
Masquerade, pp. 134-136), and a given dhampyr's
appearance becomes noticeably more monstrous and bestial
as his Humanity ebbs.
A dhampyr's beginning Humanity rating is equal to his
Conscience and Self-Control virtues added together.
Additional Humanity costs one freebie point per dot.
Improving Humanity costs twice the current rating in
experience points; additionally, the dhampyr must show
some true connection to his human nature in game play, a
task generally requiring exceptional and long-running
roleplaying.
P'o
Though the Demon rests just below the surface of the
dhampyr's consciousness, it is a lethargic counterpart. Not
quite as fierce as the Demon riding a Kuei-jin, a dhampyr's
Demon is less of a subtle tempter and more of a barely felt
urge toward monstrosity.
All dhampyrs begin with one point of P'o - this is the heritage
of the Demon. Dhampyrs risk increasing P'o energies if they
stray from their human ways too often and too heinously. Any
time that a dhampyr botches a roll of Conscience (see
Virtues, below), he gains a point of P'o. Each permanent P'o
point reduces the character's maximum Humanity by one, so
no dhampyr can have a humanity rating above nine (due to
starting with a P'o of one).
Unlike Kuei-jin, dhampyrs are not susceptible to shadow
soul. Still, the Demon makes whispered threats and
promises, and all dhampyrs must learn to contend with it.
Any time the dhampyr makes a Virtue roll of any sort, the
Storyteller rolls the dhampyr's P'o rating (difficulty 6); each
success removes one success from the Virtue roll.
Dhampyrs do gain Demon Chi from their P'o, just like Kueijin,
and can use it for all of the same purposes: increasing
speed or strength, growing fangs, powering Disciplines, etc.
As always, a dhampyr may not spend more Demon Chi in a
turn than his Stamina rating. Also, since the Demon is not as
strong in dhampyrs as it is in Kuei-jin, dhampyrs only roll one
die to regain Demon Chi at the beginning of a new evening,
regardless of P'o-the dhampyr's demonic energies return
slowly and erratically. This roll is always made at sunset.
Dhampyrs who die with P'o ratings of three or more come
back as full Kuei-jin. This is rarely a blessing of any sort.
Virtues and Chi
In conjunction with their humanity, dhampyrs have the virtues
of Conscience, Self-Control and Courage. Any given
dhampyr's Conscience resists the seductive whispers of the
Demon and keeps the dhampyr true to his human nature; his
Self-Control allows him to resist fire soul; and his Courage
allows him to resist wave soul. These actions are taken as if
the dhampyr was a Kin-jin. (See Vampire: The Masquerade,
pp. 133-134.)
However, a dhampyr is more than just a mortal- the dhampyr
is a creature of burning, writhing Chi energy. Like the demonhunting
shih, dhampyrs can use their Chi energy to perform
incredible feats. The amount of Chi a dhampyr has access to
is determined by his Self-Control and Courage; Yin Chi
equals Self-Control, while Yang Chi equals Courage. Of
course, the dhampyr normally has 10 points of Chi in his
body; being only half-unliving, though, he cannot channel it
as effectively as a true Kuei-jin. Thus, a dhampyr with Self-
Control 3 and Courage 4 finds himself able to use only seven
of his Chi points, despite his body's pool of 10 Chi.
Using Chi energy taxes a dhampyr, just as it does a mortal.
For every two points of Chi energy used, the dhampyr suffers
one health level of bashing damage. The dhampyr may not
use Chi in excess of his appropriate Virtue ratings unless a
successful Stamina roll, difficulty 9, is made - each success
allows the dhampyr to access one additional point of Chi, but
also costs a health level (of non-soakable lethal damage) and forces a Conscience roll (difficulty 8) for loss of Humanity as
the dhampyr burns out her very spirit. Dhampyrs may only
call upon one point of Chi energy in any given turn; the Kueijin
capacity to direct large quantities of Chi is beyond the
capacities of dhampyrs' mortal husks.
Dhampyrs are not limited to restoring their Chi energy with
rest, though. A dhampyr may also feed on the Chi of others,
gaining stolen sustenance just like a vampire. To do so, the
dhampyr must eat flesh. Dhampyrs cannot absorb Chi from
blood, breath or dragon nests, as they lack the Dharmic
enlightenment to do so. Each health level "eaten" from a
victim returns one point of Chi to the dhampyr's Chi pool, and
restores the requisite health. However, such an act almost
certainly mandates a test of Conscience.
The normal uses of Chi energy besides Disciplines -
animation, Ghostsight and the like - are not available to
dhampyrs. Since a dhampyr is not a damned soul housed in
a dead body, the ghostly powers of Lifesight and Ghostsight
are not accessible. Dhampyrs require food, water and sleep,
just like normal humans; Chi energy is not required to
animate them, although a dhampyr may elect to spend a
point of Chi energy (either type) to stave off hunger, thirst
and fatigue for one day.
Dhampyr Character Creation
Trait Starting Values Freebie Cost Experience Cost
Attribute 7/5/3 dots 5 per dot Rating x4
Abilities 13/9/5 dots 2 per dot Rating x2 (3 for new)
Disciplines 1 dot 10 per dot Rating x15 (20 for new)
Virtues 7 dots 2 per dot Rating x2
Humanity Conscience + Self-Control 1 per dot Rating x2
Willpower Courage 1 per dot Rating x2
Starting freebie points: 15
Dhampyrs do not suffer from Chi imbalance in the fashion of
Kuei-jin, though they are certainly just as vulnerable to
artificial Chi imbalance (through Disciplines or other effects)
as anyone else.
Willpower
A dhampyr character's starting Willpower rating equals his
Courage Virtue rating. Willpower can be improved with
freebie points or experience points at the usual costs: one
freebie per dot or twice the current rating in experience
points. Willpower can be used for all of the functions -
Disciplines, resisting mental intrusion, improving physical
performance - that Kuei-jin can use.
The mental fortitude of a supernatural creature is part and
parcel of the dhampyr, and as such, dhampyrs can resist
various supernatural powers on par with vampires, witches,
ghosts and their ilk. Any power that finds supernatural targets
more difficult to affect, or that can be resisted by supernatural
subjects, is limited similarly when used against a dhampyr.
Merits and Flaws
Obviously, many of the problems and benefits specific to
Kuei-jin are not relevant to a still (mostly) living dhampyr. In
particular, dhampyrs cannot have the Kuei-jin Flaws: Defiled,
Different Body or Vengeful Ancestors, nor should they take
Merits or Flaws from the lists of those barred to Kuei-jin.
The Flaw: Akuma may be taken. In this case, the dhampyr
has been branded a traitor and outcast, although few
dhampyrs survive long after such a sentence.
Health
Dhampyrs have the same number of health levels as a
regular human or Kuei-jin. However, the hardiness of their
perpetually dying bodies fortifies them with resilience beyond
a human's. In game terms, dhampyrs gain a full soak roll
against lethal damage as well as the usual soak-versusbashing
damage. Unlike true vampires, dhampyrs do not
take half damage from bashing attacks. Also, dhampyrs have
difficulty with fire and mystical attacks, just like Kuei-jin; such
attacks are aggravated and cannot be soaked without special
powers. Sunlight does not inflict damage on dhampyrs,
though many find it uncomfortable and are, thus, nocturnal by
choice.
The half-living flesh of dhampyrs does heal with time. A
dhampyr can heal just like a mortal (see Vampire: The
Masquerade, p. 219), although this process is rather lengthy.
Using Chi to heal is more efficient. A dhampyr may use Chi
to heal wounds like a Kuei-jin: One point of Chi heals one
level of damage, while five points of Chi can repair one level
of aggravated damage. Of course, the dhampyr may still suffer the usual health-level injury from using this Chi, but
such fatigue is easily overcome with rest. Thus, the
dhampyr's wounds close and knit, and he finds himself
exhausted for a short time but miraculously recovered.
Once a dhampyr drops below Incapacitated, the character
fades quickly. As with any mortal, the dhampyr can and will
die from blood loss, shock and major organ damage.
However, the dhampyr may survive trauma that would
immediately kill most mortals. If the dhampyr is reduced
below the Incapacitated health level with lethal damage,
make a Stamina roll (difficulty 9) success indicates that the
dhampyr amazingly hangs on to half-life at the Incapacitated
level. Aggravated damage beyond this point kills the
dhampyr automatically, of course, and a foe who suspects
the dhampyr's resilience can take measures to insure the
death of the Shade Walker. Still, if a dhampyr is filled with
bullets and left for dead, he may well survive to wreak
vengeance on his unsuspecting tormentors.
Dhampyrs do not suffer from the rigors of old age as readily
as mortals. Once mature, dhampyrs nearly stop aging; barely
a year of subjective age affects a dhampyr each decade
afterwards. It is not unusual for a dhampyr to have a
productive life for one to two centuries, barring accident,
injury or the lassitude of eons; indeed, some dhampyrs are
rumored to be more than 300 years old. However, for game
purposes, dhampyr characters are considered to be between
25 and 50 years of actual age (an apparent age between 18
and 23, in most cases).
The Little Details and Mechanica
Although the new character types are included for the
purposes of making the Middle Kingdom a more
cosmopolitan and diverse place, not everyone will take them
in the spirit with which we offer them. You know these people
- they're the scapegraces who want to play Embraced
werewolf mage faeries with True Faith. To that end, and for
the purpose; of keeping the Middle Kingdom mystical instead
of downright weird, please be aware of the following
guidelines.
Hengeyokai and other shen may not become Kuei-jin.
Hengeyokai, though they may (rarely) go to Yomi when they
die, are not reanimated in their former bodies. They are
already creatures of as much spirit as flesh, and are far more
likely to rejoin the cycle as a new (and therefore "normal")
Hengeyokai than they are to spend much time in the world of
the Yama Kings. As always, returning from the dead shatters
a mage's avatar: While it is possible to have a Kuei-jin who
was once a mage, he's not going to be wielding any spheres.
Obviously, wraiths are already dead, and if they somehow
get stuck in я mortal body as a Kuei-jin, they fit the definition
of Kuei-jin, and lose Arcanoi for Disciplines. Hsien, like
hengeyokai, are already creatures of spirit, and are likewise
destined for other purposes than eating flesh under the blood
moon of Tokyo.
While a dhampyr may become a "vampire hunter," we find it
difficult to imagine that any Shih would be too enthusiastic Ю
instruct the child of a monster in the esoteric ways of her
righting arts. Unless your Storyteller is completely deranged,
dhampyr may not learn Qiao or begin play with an 8/6/3
Attribute spread. It's not physically impossible, but the sort of
training required (not to mention the willingness of the
teacher to do it) has made certain that no dhampyr Shih has
walked the Earth in the course of history. (Storytellers, we're
willing to lay 10-to-l odds that at least one of your players
asks for your permission to be "the only one," since it's not
technically impossible. Just say no, unless you're playing a
very, very cinematic game.) Yulan-jin
Not all souls that escape Yomi have the resilience to return to
their own bodies. Shredded by the winds of Hell, some souls
find that they cannot hold fast to the physical world. These
wandering ghosts must return to bodies not theirs in order to
fulfill their roles among mortals.
The Yulan-jin are body-hopping Kuei-jin. Due to a lack of
spiritual fortitude or to the demands of Hell, the Yulan-jin find
themselves in a constant cycle of death and rebirth. When a
Yulan-jin "dies" (or "passes on"), his soul moves out to find a
new host. The former body, tainted with the residue of the
Yulan-jin's leaving soul, is unsuitable for further use. The
Yulan-jin has no real control over the choice of the new body;
indeed, some tales attribute the Yulan-jin with a disturbing
possibility of finding themselves in the bodies of gaijin. The
P'o, enraged and seeking a home, simply picks a likely
corpse, and the Yulan-jin slides into animation once more.
Personality, memory and identity pass into the form with the
soul, but the Soul Jumper often finds his memories clouded
and fragmented. Old friends and allies may be many hundred
miles away, and the trappings of the material world are nor
taken with the spirit when it claims a new body. Thus, each
new life requires that the Yulan-jin begin anew.
Few Yulan-jin rise above the perils of their condition to fulfill
their Dharmic paths. Indeed, as they pass through multiple
unlives, their memories blur and their personalities become
lost in the wash of time. Only through the most extraordinary
effort can a Yulan-jin maintain a hold on who he is and what
he is doing; for the majority, though, unlife is an eternity of
moving from role to role without understanding, or hope of
salvation.
Yulan-jin Society
At first glance, it is impossible to tell a Yulan-jin apart from a
Kuei-jin. Outwardly, both are animated dead, both are souls
returned from Hell to pay for a karmic debt. Indeed, a newly
returned Yulan-j in is essentially identical to a Kuei-jin in all
respects, and may even be inducted into a court or wu.
Once a Yulan-jin "dies," though, her true nature becomes
apparent. Instead of hovering near the body to return from
the Little Death, the Yulan-jin's spirit wanders until it finds a
new and suitable host. Obviously, at this point, the Yulan-jin's
nature becomes apparent. Although many young Running
Monkeys and disciples have never heard of Yulan-jin, some
elder will doubtless take die opportunity to bring up the
lesson, and the Yulan-jin will find himself removed from his
position in court and wu - one cannot have respectable and
responsible duties if one does not have a stable body, after
all.
Since they cannot reside among die courts, Yulan-jin form
their own sorts of societies. Generally, a Yulan-jin takes a
particular use name - a name that remains constant from life
to life - while otherwise adopting the trappings of the new
body. So that one Yulan-jin can recognize another, they refer
by their use-names when among other undead (often
prefaced with "Yulan" so that a Soul Jumper can be
distinguished from a Kuei-jin - "Yulan-Ho or Yulan-Shin" ) .
Armed with an identity that passes from body to body, the
Soul Jumpers keep some sort of contact. Unfortunately,
when a Yulan-jin passes on, there is no way to determine
what body will rise or how far away it will be. As a result, a
Yulan-jin could easily find himself in a new form several miles
from his old compatriots. Given this problem, it's no surprise
that Soul Jumpers don't form close ties or settled societies,
but rather have nomadic unlives where reputation counts for more than personal interaction. Stories told about a given
Yulan-jin are passed through other Soul Jumpers as they
move and interact; those who accomplish great deeds or
hold on to their forms for extended periods of time are
accorded respect.
Yulan-jin Character
Since Yulan-jin are effectively Kuei-jin who simply change
bodies from time to time, character creation is
straightforward. It's the changing of bodies that leads to the
complexities of character. A Yulan-jin character in built just
like a regular Kuei-jin, with only minor exceptions. Unless
stated otherwise below, assume that character creation and
abilities function for a Yulan-jin just as they do for Kuei-jin.
Detecting Yulan-jin
Outwardly, a Yulan-j in seems like any other Cathayan -
there is no visible difference from other Kuei-jin unless one
actually watches a change of bodies.
However, the soul of a Yulan-jin is marked and starred by its
passage through Hell and its subsequent traumatic trips
through varying bodies. Indeed, each time the Yulan-jin
changes bodies, a piece of the soul is left behind. As a result,
the various Soul Arts can sometimes tell a Yulan-j in from a
normal Kuei-jin. The Cultivation power Scrutinize, the
Obligation power Soul Bridge, and the Chi'iu Muh power
Purification can all determine the true nature of a Soul
Jumper, as long as three or more Successes are scored on
sensory rolls with the appropriate Disciplines. Whether or not
the Soul Jumper is recognized as something different
depends upon the occult knowledge of the scrutinizing Kueijin
in question.
Concept
A Yulan-jin's concept does not necessarily differ markedly
from a Kuei-jin's. The separation lies in the additional thought
required to flesh out the character's background. Did the
Yulan-jin have other lives before this one, or is this the
character's first Second Breath? What settled the Yulan-jin
upon his particular Dharma? Does the Yulan-jin have a place
in Kuei-jin society at present, or has his nature been
uncovered? Did the Soul Jumper leave friends and family
behind, or has he decided to sever all such attachments?
Ultimately, the unavoidable exigency of passing on forces all
Yulan-jin to think about these questions.
Willpower
Lacerated by the winds of Hell while escaping Yomi, a Yulanjin's
soul rarely has the spiritual fortitude common to Kuei-jin.
As a result, starting Soul Jumpers must have a Willpower
rating between three and five.
Dharma
Soul Jumpers can choose any of the Dharmas available to
Kuei-jin, although the constant shifting of bodies precludes
much development. As a special note, even the Thousand
Whispers Dharma is difficult for Yulan-jin. Despite physically
changing bodies, the Soul Jumper does not fill that Dharma's
tenets well: The Thousand Whispers Dharma requires that
the individual learn everything possible from a given life
before discarding it. The Yulan-jin are often forced to discard
incomplete lives.
Body Swapping
Regardless of skill or desire, all Yulan-jin find themselves
changing bodies eventually. There are several circumstances
under which a Yulan-jin may find his soul ousted from his
current body. Although different events can trigger passing
on, die result is always the same.
A Soul Jumper passes on when:
• His temporary Willpower rating reaches zero;
• His temporary Chi of either type is completely
exhausted; or
• He suffers the Little Death.
A Yulan-jin suffering the Final Death does not return to claim
a new body - the spirit is claimed by Yomi.
As soon as the Yulan-jin passes on, his body drops to the
ground, truly and completely dead. The body suffers
whatever sort of decomposition is expected for a corpse of its
age. The soul then flees to the8 Mirror Lands, wandering the
Underworld for days or weeks until it finds another suitable
corpse. During this time, the soul undergoes the excruciating
journey through Yomi until Fate finds another body for it.
(Storytellers are encouraged to lead the player's character
through the Thousand Hells if they don't mind taking a short
break from the troupe's actions or for a little one-on-one
roleplaying). Additionally, all of a Yulan-jin's guanxi break
when she shifts bodies.
Because a Yulan-jin's soul has had a true body for some of
its existence, it seeks out bodies of that sort. Thus, it is rare
for a Yulan-j in to take up residence in a body of a different
gender, or with wildly different physical characteristics. Thus,
Yulan-jin characters do not change their Attributes or
Physical Merits and Flaws when changing bodies, unless
specified by the Storyteller.
The process of wandering the spirit realm and taking a new
hose does impact a Yulan-jin's memories and personality,
though. Often, upon taking a new body, the Soul Jumper
experiences disorientation and loss of some memory; this
may last for a day, or it may be permanent. When a Yulan-jin
takes a new body, make a Willpower roll (difficulty 7). If less
than five successes result, the Yulan-j in suffers some loss of memory; any Ability (but not Virtue or Discipline) rated higher
than the Yulan-jin's Willpower loses one point. If less than
three successes are scored, the Soul Jumper loses a
permanent point of Willpower - the downward slide into
oblivion accelerates as the soul remains unable to keep a
hold on the material world. If a botch is scored, the Yulan-j in
not only loses some Abilities, but also returns to die living
lands completely amnesiac for at least a night-perhaps
longer, if story circumstances so mandate.
Changing bodies has an undeniable impact on Dharmic
development as well as memory. Whenever a Yulan-jin
passes on, he automatically loses one point from his current
Dharma. (If his Dharma rating is already zero, his soul is
blasted from the Earth and destroyed.) A Yulan-jin does not
necessarily return in his new shell under the thrall of shadow
soul; die player gets a normal roll for shadow nature to
determine whether the P'o or the Hun is dominant when the
Yulan-jin returns.
Comming Home
According to the annals of the Sunset People, it is possible,
albeit difficult, for a Yulan-jin to find a final home. Indeed,
Park Yulan Mi-jo, formerly of the Green Courts, supposedly
managed to revitalize her soul through a regimen of Soul Arts
and an "ascetic lifestyle, after bathing in a sacred spring. No
longer a Soul Jumper, she took up residence in Singapore up
until her untimely Final Death at the hands of a jealous rival.
Storytellers can, of course, use such stories as motivation for
Yulan-jin characters in a variety of chronicles. Although body
swapping has advantages (such as leaving behind old debt
and enemies), the constant dulling of memory and the price
of losing friends should grate on Soul Jumpers after a while.
The lure of healing the spirit and finally becoming a true Kueijin
can be a draw as big for Yulan-jin as the promise of
Golconda is for the Kindred.
Akuma
Shunned and reviled by all proper Kuei-jin, the akuma are the
true demons of society-those so corrupt and depraved that
salvation is denied them, that they have forsaken any role
they may have had under Heaven, At least, this is the
popular view promulgated by the ancestors of the courts. The
label of akuma is, in many cases, simply a convenient
designation by which to brand any foreigner or Kuei-jin who
does not suit the whims of the court. However, the true
meaning - that of a Kuei-jin who has chosen damnation over
enlightenment, and forsaken Dharma for the whispered
promises of the Yama Kings-is still sometimes true.
Those akuma who are political unfortunates are the unhappy
few that arrive in courts far from their homelands, or who
otherwise anger the traditionalistic elders. Often, no real
blame can be laid upon the akuma in question, though the
individual may be marked for his rebelliousness, injudicious
behavior or simply for having defiled Chi. As a result, the
ancestors call upon the traditions and laws of the court, citing
varied precedents and ancient beliefs, in order to justify the
declaration of akuma against the victim in question. Never
mind that the vampire may be guilty of nothing more than
angering the elder or offending his sensibilities - the newly
declared akuma finds himself the target of hostility and
violence, and will likely die at the fangs of another Kuei-jin if
he does not leave die court posthaste.
The servants of the Yama Kings, though, are the true akuma.
Where the Kuei-jin once served the will of Heaven, they are
now demons trapped in dead forms and forced to survive on
stolen Chi. Since Heaven has turned its face from the Kueijin,
the damned reason, it is only right that the Kuei-jin
similarly turn from Heaven. Other akuma are those who take
up servitude in exchange for power, prestige or other things
that they could not achieve for themselves - even immortals
in search of enlightenment can fall prey to greed and
pettiness. By bartering their services and souls, the akuma
gain the favor of Yomi's lords, and those ancient spirits are
mighty patrons indeed.
Though powerful, a demon-tainted akuma is not without flaw.
Ultimately, service to the Yama Kings gives up the akuma's
freedom. An akuma may have great powers; he may have no
fears of enlightenment or damnation; he may have dominion
over men and vampires, but ultimately, his will is not his own.
An akuma must serve the needs and desires of his Yama
King; the one who fails simply becomes the next example,
the better to motivate the others. Pacts and Servitude
Entering service to a Yama King is no mean feat. Although
the Yama Kings are always eager to corrupt the Kuei-jin (the
irony of turning the Sunset People against their original office
never pales), not all vampires have something to offer the
Lords of the Hells. Powers? The Yama Kings and their
minions are already more powerful than any Disciple could
ever comprehend. Souls? The Kuei-jin's soul was a prisoner
of Yomi once already; the Yama Kings consider such souls
theirs by right. Service-the Kuei-jin must be in a position to
offer to the Yama King that which the Lord and its servants
cannot easily accomplish. So are pacts made: The Kuei-jin
beseeches the Yama King or its intercessionary for aid, and
in return promises to complete tasks for the demonic master.
In many cases, both sides bring an initial gift to the
bargaining table - the Yama King bestows some minor boon
or favor upon the supplicant, who conversely offers up some
deed or treasure already completed or acquired. An
agreement is made, a bargain is signed, and the Kuei-jin
becomes akuma in truth.
In order to insure loyalty, the Yama Kings must be harsh and
unequivocal. Thus, they never fail to fulfill their parts of
hellish bargains. This promise of wish fulfillment continually
brings disillusioned and greedy Kuei-jin to the ranks of the
Hells. Conversely, the Yama Kings are unstinting in their
punishments for failure; no miserable akuma can be allowed
to think that he might escape servitude while retaining the
gifts of Hell. Whatever a Yama King promises, it delivers -
though what it appears to promise may be another matter
entirely.
Since many akuma are simply called upon to provide a
particular service, the Yama Kings carefully fashion their
blandishments to entice the vampires back for more. Most
pacts include some time factor - granting a particular boon
only for the duration of a mission is common, as are one-use
investments and pacts for a year and a day, or even for 99
years, (Kuei-jin scholars aware of these trends tend to look
askance at the treaty of Hong Kong.) Because of these
"limited use" clauses, Kuei-jin who rely upon the assistance
of Hell become dependent upon these powers and gifts, and
must return the favors with new contracts and services. In
theory, an akuma could back out after "freelancing for Hell,"
but the circumstances that drive one to make a pact in the
first place - the desire for something otherwise unattainable -
make this unlikely at best. Once addicted to the rush of
Hellish power, there is no turning back.
A typical pact involves the would-be akuma seeking out а
means of contacting the Yama Kings - in this foolhardy
endeavor many Kuei-jin die at the hands of unthinking spiritminions.
From there, the Kuei-jin must demonstrate his worth
and usefulness to the Lords of the Hells; this "interview"
might simply be a look at the impressive achievements of an
already-infamous Kuei-jin, or (more likely) a careful process
of evaluating the potential usefulness of the recruit. If the
Kuei-jin is deemed to possess the proper skills at an
efficacious time and place, then a contract may be offered;
otherwise, the vampire's Chi feeds the hungry slaves of the
Yama King and his soul returns to the Thousand Hells.
Should the vampire supplicant survive this stage, there is no
return - he becomes one of the akuma.
Spreading the Taint
Frighteningly, there is no reliable-way to determine whether a
given individual is a true akuma. The pacts and services of
the Hells do not damn a vampire's soul; rather, it is the
actions freely taken that do so - and many of the older
vampires are as foul in their habits and practices as any
young servant of Yomi. As a result, it is a simple matter for
an akuma to infiltrate a court and a wu for a time, and this is
exactly the first mission that most akuma are instructed to
undertake.
By entering a wu and a court as a respected disciple, the
akuma positions himself subtly to gather information and
influence for the benefits of the Yama Kings. Instructors who
carefully guard themselves against hostile spirits can be
spide upon through earnest young Kuei-jin students. Courts
that declare open warfare against the demons of Yomi can
be brought low by the single traitor within. In this fashion, the
Yama Kings gather information about their enemies, and
place pawns to hinder the Kuei-jin who would fight for
enlightenment. After all, the enlightened Kuei-jin serve the
mandate of Heaven, and part of that mandate is (or was) to
combat the Yama Kings; why should the Lords of the Hells
not take the first strike against such potential threats?
Outside the courts, though, are the wandering akuma, those
who deliver knowledge or services beyond the screens of
Kuei-jin society. Such akuma are rare indeed: There are only
so many hidden temples, lost artifacts and buried secrets to
discover. Thus, these "wandering demons" often strike a
bargain of mutual assurance, gathering arcane lore and
sharing the knowledge with a Hellish patron in exchange for
the powers necessary to complete the task of acquisition.
After all, hidden knowledge of secrets and weaknesses may
be as easily exploited by the finder whether hoarded or
shared; garnering additional favors and powers out of the
bargain is "blood on the baby." As these akuma rarely spend
much time in own place, they avoid staying in any court long
enough to rouse suspicion (except inasmuch as any
wandering Kuei-jin is treated with suspicion).

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