WORLD OF DARKNESS HERO

KINDRED OF THE EAST HERO

I) CHARACTER CONSTRUCTION

Abilities

A) Undead Toughness

All Kuei-Jin

1) 50% Resistant Physical and Energy Damage Reduction, Only versus STUN (-1/2), Not versus aggravated damage (-1/2)
Active Cost: 60
Real Cost: 30
2) Damage Resistance, PD and ED up to 1/2 of figured PD and ED, Not versus aggravated damage (-1/2)
Active Cost: 1 pt/2 rPD or rED
Real Cost: 0.66 pt/2 rPD or rED
3) Does not Bleed
Cost : 15
4) Life Support: Does not need to breath, eat , or excrete, immune to high radiation, heat, and cold, aging
Cost: 25
5) 3 points. Power Defense, only versus drugs and poisons (-1)
Active Cost: 3
Real Cost: 1
6) 12 points. Power Defense, only versus disease (-1)
Active Cost: 12
Real Cost: 6

Yang-Imbalanced

6a*) 6 points Power Defense, only versus disease (-1)
Active Cost: 6
Real Cost: 3
*Use this value instead of the value for all Kuei-Jin.

Yin-Imbalanced

7) +10 CON, only to resist Stunning (-1)
Active Cost: 20
Real Cost: 10
8) Damage Resistance, ED up to 1/2 of figured ED, Only versus fire (-1)
Active Cost: 1 pt/2 rED
Real Cost: 0.5 pt/2 rED

B) Chi Reserves—This is analogous to the western Kindred's Blood Pool. Starting Kuei-Jin begin with 100 END to split between the Yang Chi and Yin Chi END Reserves. A Kuei-Jin with a ≥ 20 END difference between the starting values of the Reserves is either Yang-Imbalanced or Yin-Imbalanced, depending on which END Reserve is higher.
Chi Reserves—(a) Yang Chi—END Reserve, up to 100 END, Cannot be expended in the same phase as Yin Chi (-1/4), (b) Yin Chi—END Reserve, up to 100 END, Cannot be expended in the same phase as Yang Chi (-1/4), Cannot be expended in daylight (-1/2)
Active Cost: 1 pt/10 END
Real Cost: 0.8 pt/10 END (Yang Chi) + 0.6 pt/10 END (Yin Chi)

C) Chi Feeding—The means by which Chi END is replenished. Kuei-Jin with a Dharma rating of 0 (Chih-mei) must replenish Chi by eating flesh. Kuei-Jin with Dharma ratings 1 or greater can also replenish Chi by drinking blood. Kuei-Jin with Dharma ratings of 5 or greater can acquire Chi if he has contact with a chosen victim and access to one of his orifices. Kuei-Jin with Dharma ratings of 6 or greater can obtain Chi by osmosis from the surrounding environment, assuming the environment contains Chi. Up to 100 Chi END can be obtained from a single person, although this will likely kill the individual in question.
Chi Feeding—1d6 Aid to END Reserve, +50 to maximum rolled, Fades 5 Active/week (+1 1/2), Must either feed on human flesh (-1 1/4), or blood (-3/4), or must have access to an orifice of a person (-1/2), or must be in the proper environment (-1/4), Only affects Yin and Yang Chi END Reserves (-1/4)
Active Cost: 75
Real Cost: 30 (Dharma 0), 37 (Dharma 1—4), 43 (Dharma 5), 50 (Dharma 6+)

D) Yin Abilities

1) Ghostsight—The ability of the Kuei-Jin to see the mark of Yin on persons and objects. Detect Weaknesses and Defects costs 2 Yin Chi END, while Detect Poor Health costs 1 Yin Chi END and Detect Yin World Creatures costs 6 Yin Chi END.
Detection of Yin World Creatures and other spirits, as well as the ability to affect them, is modified by the local rating of the Wall, the barrier between the Middle Kingdom (Earth) and the spirit realms. These modifiers also affect a Kuei-Jin's ability to gather Chi by osmosis.

Wall rating Example Modifier to required roll
2 Greatest of Dragon Nests +3
3 Other supernatural sites +2
4 Well-kept Shinto Shrine +1
5 Wilderness, graveyard +0
6 Countryside -1
7 Typical suburban area -2
8 Downtown -3
9 Bank, science lab -4

Ghostsight—(a) Detect Weaknesses and Defects, ranged, Transdimensional (+1), Concentrate (1/2 DCV, -1/4), Extra Time (1 Turn, -1), Costs Yin Chi END (-1/2), (b) 1d6 Aid to physical attacks (+1/4), Fade 5 Active points/Turn, Requires Detect Weaknesses and Defects PER roll (-1/2), (c) +1 5 point Skill Level for any roll involving the repair of an object, Requires Detect Weaknesses and Defects roll (-1/2) (d) Detect Poor Health, Range, Discriminatory, Concentrate (1/2 DCV, -1/4), Extra Time (1 Turn, -1), Costs Yin Chi END (-1/2), (e) Detect Yin World Creatures, Ranged, Targeting, Transdimensional (+1), Concentrate (1/2 DCV, -1/4), Extra Time (1 Turn, -1), Costs Yin Chi END (-1/2)
Active Cost: 96
Real Cost: 38

D) Yang Abilities

1) Healing—The Kuei-Jin can make a healing potion from his own blood. Costs 1 Yang Chi END/application.
Healing—1d6 Healing, +10 to maximum
Limitations: Focus (blood, OAF, -1), Extra Time (1 Turn, -1), Cannot be used on self (-1/2)
Active Cost: 10
Real Cost: 3

2) Lifesight—The ability to see another's emotional/spiritual state by way of his aura, as well as the ability to see the creatures of the Yang World. Aura Vision costs 1 Yang Chi END/phase, while Detect Yang World Creatures costs 6 Yang Chi END.
(a) Aura Vision, (b) Detect Yang World Creatures, Ranged, Targeting, Transdimensional (+1)
Both powers take Extra Time (1 Turn, -1), Concentrate (1/2 DCV, -1/4), and Costs Yang Chi END (-1/2)
Active Cost: 66
Real Cost: 24

E) Hun Abilities

1) Sharpened Senses—Due to the Kuei-Jin's existence as spirits in material bodies.
Sharpened Senses—(a) +3 to all PER rolls, (b) Danger Sense, out of combat, 11-
Both powers take Concentrate (1/2 DCV, -1/4), Extra time (1 phase, -1/2), Limited duration (1 minute, -1 1/2)
Active Cost: 24
Real Cost: 8

2) Spirit Speech—The ability to speak with a spirit, provided he can detect the spirit in the first place and the Wall doesn't block communication.
Spirit Speech—4d6 Telepathy, Transdimensional (+1), Only usable on spirits (-1/2), Communicative telepathy (-1/4)
Active Cost: 40
Real Cost: 23

F) P'o Abilities

The ability to activate these powers is dependent on the strength of a Kuei-Jin's inner demon, or P'o.

P'o Rating Shadow Soul intensity bonus P'o Abilities Activation roll Demon Chi (starting amount)
1 -0 8- (-2) 10
2 -0 9- (-1 1/2) 20
3 -0 10- (-1 1/4) 30
4 -5 11- (-1) 40
5 -5 11- (-1) 50
6 -5 12- (-3/4) 60
7 -5 12- (-3/4) 70
8 -10 14- (-1/2) 80
9 -10 14- (-1/2) 90
10 -10 15- (-1/4) 100

1) Beserk Rage—2d6 Aid each to EGO, STUN, and CON, Fade 5 Active/minute (+1/4), Only when in the throes of Fire Soul (Beserk/Enraged) or when a P'o Abilities Activation roll is made (-1/2), Self only (-1/2)
Active Cost: 36
Real Cost: 18

2) Demon Chi—Yet another Chi END Reserve, with which the Kuei-Jin can take extra actions during a turn, boost his strength, sprout fangs, or activate one of the Demon Arts. Recovery of Demon Chi requires a P'o Abilities Activation roll (see above) which can be made every evening upon awakening. Every point by which the roll is made replenishes the Demon Chi END Reserve with 10 END. Alternatively, the Kuei-Jin may acquire Demon Chi by osmotic absorption of Chi at a site where the Chi has been defiled.
Demon Chi END cannot be used for healing or activity.
Demon Chi—(a) END Reserve, up to 100 END (actual quantity determined by P'o rating), 10 REC, REC only occurs every evening and requires Activation roll, or it occurs by osmotic feeding on defiled Chi (-1), END requires P'o Abilities Activation roll (-1/2), (b) +x SPD, Costs Demon Chi END (-1/2), Increased END cost (2x, -1/2), Only to perform physical actions (-1/2), (c) 2d6 STR Aid, Fade 5 Active/minute (+1/4), Doesn't affect figured characteristics (-1/2), Self only (-1/2), Increased END cost (2x, -1/2)
Active Cost: (a) (total END/10) + 10, (b) 10/each point of extra SPD, (c) 12
Real Cost: (a) variable, (b) 4/each point of extra SPD, (c) 5

3) Fangs—With an expenditure of 1 point of Demon Chi END, the Kuei-Jin can sprout a pair of fangs (1 pip HKA, 1/2 d6 with STR). Two points of Demon Chi END allows the Kuei-Jin to develop an entire maw of long, sharp teeth (1/2 d6 HKA, 1d6 with STR).
Fangs—1/2 d6 HKA (1d6 with STR), Costs Demon Chi END to set up (-1/4), 1/2 d6 requires 2x END (-1/4 for 5 points of HKA), Limited duration (5 minutes, -1 1/4)
Active Cost: 10
Real Cost: 4

4) Resistance—The Kuei-Jin can call upon the P'o to break out of any sort of mental manipulation to which he may be subject.
Resistance—+3 5-pt levels with EGO-based rolls, Only for Breakout rolls (-1), Requires P'o Abilities Activation roll (variable limitation)
Active Cost: 15
Real Cost: variable

G) Basic Healing—The ability to spend Yin or Yang Chi END and heal ordinary (non-aggravated) damage. Each application costs 6 Chi END.
Basic Healing—1d6 BODY Aid, + 40 to maximum, Only to recover lost BODY (-1/2), Not versus aggravated damage (-1/2), Increased END (3X, -1), Self only (-1/2)
Active Cost: 25
Real Cost: 5

H) Healing Aggravated Damage—This represents the difficulty that Kuei-Jin have healing damage resulting from fire, sunlight, massive tissue destruction, etc. Note that each point of BODY recovered from aggravated wounds and lost limbs/organs costs 20 Chi END and requires an entire day (and night) of inactivity.
Healing Aggravated Damage—Regeneration, 1 BODY/day (-1 1/4), can recover lost limbs/organs, Only to regenerate BODY lost to aggravated damage, lost limbs/organ (-1), Costs Chi END (-1/2), Increased END (10X, -4)
Active Cost: 20
Real Cost: 3

I) Recovering from Torpor—This represents the fundamental reality of the Kuei-Jin as already being dead. The Kuei-Jin must have sufficient Chi END in his body to bring himself up to one point above -(BODY) in wounds.
Recovery from Torpor—Regeneration, 1 BODY/Turn, can regenerate from death, Not versus aggravated damage that takes the vampire below negative BODY (-1/4), Only to keep BODY at one point above negative BODY (-1), Regeneration doesn't take place for Yin Chi END Reserve/10 in days (-1), Costs Chi END (-1/2)
Active Cost: 30
Real Cost: 8

Disadvantages

All Kuei-Jin

Disadvantage Value
Normal characteristic maxima -20
Secret Identity: Vampire -15
Fire Soul I—Beserk when induced to frenzy (hunger, intense passion, theat to members of one's wu); activation and recovery rolls variable -5 to -25
Fire Soul II—Enraged when harassed, threatened, humiliated, or provoked; activation and recovery rolls variable -5 to -15
Wave Nature I—Psychological limitation: Fear of fire -10 to -20
Wave Nature II—Psychological limitation: Fear of powerful demons -5 to -15
Wave Nature III—Psychological limitation: Fear of sunlight -15 to -25
Code of conduct (depends upon the Dharma followed by the vampire) -5 to -25
Shadow Soul - Psychological Limitation: Split personality (P'o) -15 to -25
Physical Limitation: Must spend 10 Yang Chi END/night or 10 Yin Chi/week when active -10
Physical Limitation: 1 BODY lost/day when Chi END Reserves are at 0 -5
Physical Limitation: Cannot heal BODY normally (with REC) -5
Physical Limitation: Goes into coma (torpor) at—(BODY) for at least one day -10
Physical Limitation: Must sleep during the day -10 to -20
Distinctive Looks: Eerie aura/corpse-like pallor after spending Yin Chi END to rise -5
Susceptibility to prolonged exposure to sunlight, 1d6 BODY/Turn -15
Susceptibility to prolonged exposure to sunlight, 1d6 STUN/Turn -15
Susceptibility to prolonged exposure to sunlight, 1d6 STR Drain/Turn -15
Susceptibility to prolonged exposure to sunlight, 1d6 CON Drain/Turn -15
Susceptibility to prolonged exposure to sunlight, 1d6 DEX Drain/Turn -15
Susceptibility to badly failing a roll related to use of Chi when suffering from temporary Chi imbalance, 1d6 BODY and 1d6 END Reserve Drain (only excess Chi END), Instant effect -10

Yin-Imbalanced Kuei-Jin

Disadvantage Value
Physical Limitation: Must spend 10 Yin Chi END each night of activity -15
Physical Limitation: Immobilized by wooden weapon thrust through heart -15
Susceptibility to prolonged exposure to sunlight, 1d6 Minor Transform, Kuei-Jin to Kuei-Jin with lower COM and/or more hideous Distinctive Features, Cumulative -20
Distinctive features: Corpse-like, rotting -5 to -15

Yang-Imbalanced Kuei-Jin

Disadvantage Value
Vulnerability: 1 1/2x BODY from fire -10
Physical Limitation: Immobilized by metal weapon thrust through heart -15
Susceptibility to prolonged exposure to sunlight, 1d6 BODY/Turn -10*
Susceptibility to prolonged exposure to sunlight, 1d6 STUN/Turn -10*
Susceptibility to prolonged exposure to sunlight, 1d6 STR Drain/Turn -10*
Susceptibility to prolonged exposure to sunlight, 1d6 CON Drain/Turn -10*
Susceptibility to prolonged exposure to sunlight, 1d6 DEX Drain/Turn -10*

* Use this value instead of the value given for other Kuei-Jin.

Balanced Kuei-Jin

Disadvantage Value
Susceptibility to badly failing a roll related to use of Chi when suffering from temporary Chi imbalance, 1d6 BODY and 1d6 END Reserve Drain (only excess Chi END), Instant effect -15*

* Use this value instead of the value given for other Kuei-Jin.

Susceptibilities to sunlight—These don't kick in until the Kuei-Jin's CON—Yin END Chih/10 in minutes has elapsed, and can be further delayed by 1 minute for each 10 Yang Chi END the Kuei-Jin wishes to spend. As such, the Condition bonus drops from Very Common (-15) to Common (-10). Yang-Imbalanced Kuei-Jin can stay in indirect sunlight for an additional hour, and direct sunlight for an additional CON/3 x 5 minutes. Hence, the Condition bonus for their susceptibilities drops to Uncommon (-5).

Temporary Chi imbalance—Yin- or Yang-imbalanced Kuei-Jin suffer the temporary Chi imbalance Susceptibility when they have excess Chi END of either type or when one Chi END Reserve is reduced to 0. Balanced Kuei-Jin also suffer from this Susceptibility when there is 20 more END in one Chi END Reserve than there is in the other. Therefore, the Susceptibility bonus for is higher for Balanced Kuei-Jin.

Dharma Properties

Dharma Rating Physical Limitation: Must sleep during the day bonus Maximum Chi END/phase
0 (Chih-mei) -20 10
1 (Hin) -20 10
2 (Disciple) -20 10
3 (Disciple) -20 10
4 (Jina) -15 20
5 (Jina) -15 20
6 (Mandarin) -15 30
7 (Ancestor) -15 40
8 (Bodhisattva) -10 60
9 (Bodhisattva) -10 80
10 (Arhat) -10 ?

Fire and Wave Soul—Yin-Imbalanced Kuei-Jin have an Activate roll of one point less than that listed here, while Yang-Imbalanced Kuei-Jin have an Activate roll of one point more.

Fire Soul Wave Soul
Yin Chi END Reserve Beserk & Enraged Activation Beserk & Enraged Recover Bonus Yang Chi END Reserve Psych. Lim.: Fear Intensity Bonus
10 13- 9- -17 10 -10
20 12- 10- -13 20 -10
30 11- 10- -12 30 -10
40 11- 11- -10 40 -5
50 10- 11- -8 50 -5
60 10- 12- -7 60 -5
70 9- 12- -5 70 -5
80 9- 13- -3 80 -0
90 8- 13- -2 90 -0
100 8- 14- -0 100 -0

Backgrounds

A) Horoscope—This property is found with Kuei-Jin born under auspicious astrological conditions.
Horoscope—Luck
Cost: 5/d6 of Luck

B) Jade Talisman—A storage container for Chi.
Jade Talisman—Chi END Reserve, 10—50 END, 10 REC, Focus (bit of jade, IAF, -1/2), REC requires an Activation roll (12-; -3/4), REC can only occur in areas where the Wall rating is 6 or less (-1/2)
Active Cost: 10 + 1/10 END in Reserve
Real Cost: 4 + 0.67/10 END in Reserve

C) Magic Artifact—Powers bought as Independent Foci

D) Nushi—A spirit that attaches itself to a wu, aiding its members on occasion and often expecting duties to be performed in return.
Nushi—Follower attached to a Base, paid for by the members of a wu

E) Rites—This represents the Kuei-Jin's knowledge of and ability to perform mystical rituals unique to Kuei-Jin and Asian culture.
Rites—KS: ________ Rites, 11- or higher
Cost: 2 points for 11-, +1/1 pt

Disciplines

I) Chi Arts

A) Equilibrium

1) Master Flow—This enables the Kuei-Jin to transiently exchange Chi between his Yin and Yang reserves, creating the ability to spend both Yin and Yang Chi END in the same phase.
Master Flow—Remove "Cannot be expended in the same phase as Yin/Yang Chi (-1/4)" limitations from the Yin and Yang Chi END Reserves
Cost: + 0.4 pt/10 END to cost of Chi END Reserves.

2) Adjust Balance—This power allows the Kuei-Jin to adjust the Yin/Yang balance of a target, which can alter the Chi END Reserves of a fellow Kuei-Jin, adjust the mood of other targets, or confer a state of physical and mental health to a mortal that temporarily gives him greater resistance to illness and psychiatric disorders.
Adjust Balance—(a) 2d6 Minor Transform, Chi END of one type to its opposite, No range (-1/2), Cannot alter one's own Chi END Reserves (-1/2), (b) 9d6 Mind Control, Emotions only (feverish and manic or lethargic and melancholy, -3/4), No range (-1/2), Only versus non-Kuei-jin (-1/4), (c) 10 points Power Defense, Usable by Others at range, (8 others, Kuei-jin can't use, +1 1/2), Only versus disease Drains and insanity-causing Transforms (-1), Kuei-Jin can never use (-1/2), (d) 10 points Mental Defense, Usable by others at range (8 others, Kuei-jin can't use, +1 1/2), Only protects against emotional manipulation (-1), Kuei-Jin can never use (-1/2), Linked to Power Defense (-1/2)
Active Cost: 115
Real Cost: 46

3) Shift the Balance—This ability allows the Kuei-Jin to alter his own Chi balance in a more permanent fashion than what's obtainable with Master Flow.
Shift the Balance -1d6 Minor Transform, Chi END of one type to its opposite, Cumulative (+1/2), Self only (-1/2), Concentrate (1/2 DCV, -1/4), Extra Time (1 full phase, -1/2)
Active Cost: 15
Real Cost: 7

4) Chi Interrupt—With this power, the Kuei-Jin can interrupt the Chi flow in a target, which causes pain and spasms.
Chi Interrupt—(a) 6d6 DEX Drain, Recover 5 Active/Turn, (b) 2d6 BODY Drain, Return 5 Active/month (+1 3/4), Only versus mortals (-1/2)
Active Cost: 87
Real Cost: 78

5) Chi Mastery—This powerful ability allows the Kuei-Jin to disperse a target's Chi, causing mortals some damage in the process, or to infect a target's Chi, which can be fatal if the target doesn't get rid of the infected Chi some way (spending it or seeing a doctor skilled in Eastern folk medicine).
Chi Mastery—(a) 2d6 Drain versus END Reserve, Recover 5 Active/month (+1 3/4), Only versus supernatural END Reserves (-1/4), (b) 1d6 BODY Drain, Recover 5 Active/day (+1 1/4), Only versus non-supernatural mortals (-1/2), (c) 1d6 BODY Drain, Recover 5 Active/month (+1 3/4), Continuous (stopped by application of Eastern medicine or expending defiled Chi, +1), Uncontrolled (+1/2), Gradual Effect (1 minute, -1/2), Charges (8 clips of 6, +0), With supernatural targets, charges limited to (supernatural END Reserve/10) (-1/2)
Active Cost: 119 Active Cost: 74

B) Tapestry

1) Spirit Call—With this power, the Kuei-Jin can attempt to attract a spirit of some sort. What happens then is up to the spirit and the summoning Kuei-Jin. The success in summoning a spirit is a function of the Kuei-Jin's Chi END Reserves

Yin or Yang END Roll required
30—40 11-
50—60 12-
70—80 13-
90—100 14-

Spirit Call—Summon Spirit, any sort (+1/4), Only calls spirits in the Kuei-jin's general vincinity (-1/2), Extra Time (1 full phase, -1/2), Requires a Yin or Yang END Reserve-based roll, modified by the local Wall (-1/2)
Active Cost: (30 + Spirit's characteristic points/5) x 1.25
Real Cost: Active Cost/2.5

2) Chi Ward—This power allows the Kuei-Jin to raise or lower the local strength of the Wall. The Kuei-Jin rolls his EGO roll, and each point by which he makes his roll (unmodified by the Active Cost of the power) imposes a +1 or -1 to rolls modified by the Wall. Not making the roll means that only a +1 or -1 modifier is imposed. This power has the Transdimensional advantage to reflect the fact that it affects beings on both sides of the Wall.
Chi Ward—Change Environment (strengthen/weaken the Wall), 8" radius, Transdimensional (+1/2), Vary Effect (+1), Uncontrolled (+1/2), 0 END Persistent (+1), Extra Time (1 full phase, -1/2), Concentrate (0 DCV, -1/2), Limited duration (5 minutes, -1 1/4)
Active Cost: 80
Real Cost: 25

3) Chi Shaping—With this power, the Kuei-Jin can manipulate the lines of Chi in his area to achieve a number of effects. For 2 Chi END, the Kuei-Jin can use Chi lines to deflect magical attacks. For 2 Chi END/+1 Overall Skill Level, the Kuei-Jin can bless a target with good joss (luck), or curse him with bad joss for 6 Chi END. For 6 Chi END, the Kuei-Jin can use Chi lines to construct a spirit trap.
Chi Shaping—(a) 20 points Missile Deflection (all ranged attacks), Only versus "Chi" and other magical attacks (-1/2), Limited duration (5 minutes, -1 1/4), Costs Chi END to set up (-1/4), (b) Overall Skill Levels, Usable by others at range (Kuei-Jin can't use, +3/4), Costs Chi END to set up (-1/4), Limited duration (5 minutes, -1 1/4), Kuei-Jin can never use himself (-1/2), (c) 2d6 Minor Transform, person to person with bad joss, fades after 5 minutes, Cumulative (+1/2), Uncontrolled (+1/2), Continuous (+1), Charges (4 clips of 6, -1/4), (d) 4d6/4 DEF Entangle, Transdimensional (+1/2), Only versus spirits (-1/2)
All powers have Concentrate (0 DCV, -1/2), Extra Time (1 Turn, -1)
Active Cost: 140 + 17/+1 Overall Skill Level
Real Cost: 56 + 4/+1 Overall Skill Level

4) Ride the Dragon—This power allows a Kuei-Jin to travel a short distance along a Dragon Line.
Ride the Dragon—Teleport
Focus (Dragon Line, IIF, Immobile, -1 1/4), Only to places where Dragon Lines lay (-1)
Active Cost: 20 + 2/1" Teleport above 10"
Real Cost: 6 + 0.6/1" Teleport above 10"

5) Chi Rift—With this power, a Kuei-Jin opens a portal between the Middle Kingdom and the Yin or Yang World, with devastating effects.
Chi Rift—(a) Change Environment (storm), 512" radius, Charges (1, lasts one hour, -1/2), Concentrate (0 DCV, -1/2), Extra Time (1 minute, -1 1/2), Costs Chi END to set up (-1/4), (b) 1d6 RKA, Area of Effect: Radius (+1), Continuous (+1), Charges (1, lasts one hour, -1/2), Linked to Change Environment (-1/2), Requires Chi END to set up (-1/4)
Active Cost: 95
Real Cost: 33

C) Yang Prana

1) Principle of Motion—With this dance, the Kuei-Jin acquires supernatural speed and reflexes. Costs 1 Yang Chi END/phase.
Principle of Motion—(a) SPD, (b) Lightning Reflexes
Both powers take Costs Yang Chi END (-1/2), Gestures (-1/4), Requires DEX roll (-1/2)
Active Cost: 15/+ 1 SPD and +2 Lightning Reflexes
Real Cost: 5/+ 1 SPD and +2 Lightning Reflexes

2) Yang Mantle—With this power, the Kuei-Jin can evoke an aura of Yang that can cause spirits and mortals to be favorably inclined towards the Kuei-Jin, for a cost of 6 Yang Chi END. The Kuei-Jin can also channel Yang energy through any wooden weapon (for 2 Yang Chi/blow) or blast material targets with bolts of Yang Chi (for 1 Yang Chi END/bolt).
Yang Mantle—(a) 6d6 Mind Control, Transdimensional (+1), Single emotion: Attraction to/favorably disposed towards Kuei-Jin (-1), Only Yang spirits affected (-1 on Transdimensional points), (b) 4d6 Hand Attack, Transdimensional (+1), Damage limited to what's achievable with wooden weapon used (-1/4), (c) 1d6 RKA
All powers take Gestures (-1/4), Requires DEX roll (-1/2)
Active Cost: 99
Real Cost: 40

3) Dragon Dance—With this power, the Kuei-Jin enters a battle trance, during which he becomes difficult to manipulate or control, capable of inflicting great damage in melee, and can ignore the debilitating effects of wounds. Costs 2 Yang Chi END to initiate.
Dragon Dance—(a) 5 points. Mental Defense, Only to resist attempts to influence/control the Kuei-Jin (-1/2), (b) 5 point Combat Skill Levels, Damage only (-1/2), (c) 10 point overall Skill Levels, only to overcome penalties to rolls caused by wounds (-1)
All powers take Costs Yang Chi END to initiate (-1/4), Gestures (-1/4), Requires DEX roll (-1/2), and Limited duration (5 minutes, -1 1/4)
Active Cost: (a) 5, (b) 5/+1 Skill Level, (c) 10/+1 Skill Level
Real Cost: (a) 1, (b) 1/+1 Skill Level, (c) 2/+1 Skill Level

4) Eightfold Yang Mantle—With this power, the Kuei-Jin can create a protective aura of Yang energy about himself, or sculpt the energy to create a shape in which he wraps himself. Both applications costs 1 Yang Chi END/phase.
Eightfold Yang Mantle—(a) 3 PD/3 ED Force Field, Only versus Yang-based attacks, wooden weapons, and fire attacks (-1/2), (b) Images versus Sight, 1 hex, -6 to PER roll, 1/2 END (+1/4), No range (-1/2)
Both powers have Gestures (-1/4), Requires DEX roll (-1/2)
Active Cost: 41
Real Cost: 18

5) Semblance of the Scarlet Queen - For 12 Yang Chi END, the Kuei-Jin can turn himself to pure Yang energy and enter the Yang World. Clairsentience to see the Middle Kingdom and making an image of himself for mortals to see costs ordinary END.
Semblance of the Scarlet Queen—(a) EDM to Yang World, can re-enter Middle Kingdom at a point other than the point of origin, Requires DEX roll (-1/2), Increased Yang Chi END (3x, -1), Concentrate (0 DCV, -1/2), Extra Time (1 Turn, -1), (b) Clairsentience, sight and normal hearing, Transdimensional (+1/2), Only limited to normal sensory range (-1), Linked to EDM (-1/2), (c) Images versus sight and normal hearing, -4 to PER roll, Transdimensional (+1/2), Linked to EDM (-1/2), Only to make image of self (-1), No range (-1/2)
Active Cost: 115
Real Cost: 38

D) Yin Prana

1) Shrouded Moon—As long as the Kuei-Jin remains in shadow, this power will make him invisible and silent. This power costs 4 Yin Chi END and ends the instant the Kuei-Jin steps out of the shadows.
Shrouded Moon—Invisibility to sight and normal hearing, 0 END (+1/2), Can only be initiated in areas providing shadows and concealment (-1/2), Only while Kuei-Jin stands still or moves through shadows at walking speed (-1/2), Costs Yin Chi END to initiate (-1/4)
Active Cost: 37
Real Cost: 16

2) Yin Mantle—The Yin equivalent of the Yang Mantle, except the Mind Control affects ghosts (not mortals) as well as Yin spirits.
Yin Mantle—(a) 6d6 Mind Control, Transdimensional (+1), Single emotion: Attraction to/favorably disposed towards Kuei-Jin (-1), Only ghosts (Underworld creatures) and Yin spirits affected (-1/2), (b) 4d6 Hand Attack, Transdimensional (+1), Damage limited to what's achievable with metal weapon used (-1/4), (c) 1d6 RKA
All powers take Gestures (-1/4), Requires CON roll (-1/2)
Active Cost: 99
Real Cost: 39

3) Bone Dance—With an expenditure of 8 Yin Chi END and a series of postures, the Kuei-Jin can cause those in the area (4" radius around the Kuei-Jin) to grow lethargic and even fall sleep. Mortals placed under this trance become suggestible to commands that don't ask much of them (for another 5 Yin Chi END).
Bone Dance—(a) 9d6 Mind Control, Area Effect (Radius, Non-selective target, +3/4), Single command: Grow drowsy, lethargic, sleep! (-1/2), Gradual Effect (1 minute, -1/2), Gestures required throughout establishment of effect (effect stops accumulating once gestures stop, -1/2), (b) 6d6 Mind Control, Area Effect (3" Radius, Non-selective target, +3/4), Requires a successful Mind Control effort from (a) (-1/2), Only versus mortals (-1/2), Can only make mortals act in simple, passive ways (-1/4), Must vocalize commands (-1/4)
Active Cost: (a) 79, (b) 52
Real Cost: (a) 32, (b) 21

4) Eightfold Yin Mantle—With this equivalent of the corresponding Yang power, the Kuei-Jin can cause Yin energy to solidify into black, ice-cold simple objects, tools, or weapons for 4 Yin Chi END, or surround himself with a protective field of Yin energy for 1 Yin Chi END/phase, or turn his shadow into a loyal demon for a Yin Chi END cost of Active points/10.
Eightfold Yin Mantle—(a) 2d6 Major Transform, air to simple objects/tools/weapons of a black, hard, icy substance (+1/4), Extra Time (1 Turn, -1), (b) 3 PD/3 ED Force Field, Only versus Yin-based attacks, metal objects, and wind- or water-based attacks (-1/2), (c) Summon Shadow Creature, Loyalty (+1), Extra Time (1 full phase, -1/2), Dissipates after Yin END/10 in minutes (-1/2)
Active Cost: (a) 37, (b) 6, (c) (30 + Shadow Creature points/5) x 2
Real Cost: (a) 18, (b) 4, (c) Active Cost/2

5) Semblance of the Ebon Dragon—Identical to the corresponding Yang power, except this power allows the Kuei-Jin to enter the Yin World.
Semblance of the Ebon Dragon—(a) EDM to Yin World, can re-enter Middle Kingdom at a point other than the point of origin, Requires CON roll (-1/2), Increased Yin Chi END (3x, -1), Concentrate (0 DCV, -1/2), Extra Time (1 Turn, -1), (b) Clairsentience, sight and normal hearing, Transdimensional (+1/2), Only limited to normal sensory range (-1), Linked to EDM (-1/2), (c) Images versus sight and normal hearing, -4 to PER roll, Transdimensional (+1/2), Linked to EDM (-1/2), Only to make image of self (-1), No range (-1/2)
Active Cost: 115
Real Cost: 38

II) Demon Arts—Cost Demon Chi END

A) Black Wind—The ability to tap into Demon Chi and become monstrous in combat. This ability is set up as a multipower with normal (non-fixed) slots for the SPD, Running, and Combat Skill Levels. Each phase of Black Wind costs (total Active points of powers used/10) in Demon Chi END.
Black Wind—(1) SPD, (2) Running, (3) 5-pt Combat Skill Levels, Only to increase damage (-1/2)
All powers take Costs Demon Chi END (-1/2)
Active Cost: (1) 10/+1 SPD, (2) 2/+1" Running, (3) 5/+1 Skill Level
Real Cost: (1) 7/+1 SPD, (2) 1/+1" Running, (3) 2/+1 Skill Level

B) Demon Shintai—This power allows the P'o to manifest itself physically in the body of the Kuei-Jin. The Kuei-Jin takes on a monstrous shape, acquiring the powers associated with that shape. The player should consult Kindred of the East, p. 108-109, and build the monster he turns into when he invokes this power.
Demon Shintai -(1) Shapeshift to Demon form, 0 END (+1/2), (2) up to +10 STR, +6 DEX, +6 CON, +6 BODY(in 3 point intervals), (3) HKA, Armor, Extra Limbs, extra PRE, Growth, Flight, etc. to represent abilities of Demon form
All powers take Costs Demon Chi END to initiate (-1/4).
Active Cost: (1) 15, (2) and (3) variable
Real Cost: (1) 12, (2) and (3) variable./p>

III) Shintai Disciplines

A) Blood Shintai

0.5) Chi Attunement—The ability to pump up STR using Chi, much as a Cainite can do with his Blood Pool. Each application costs 1 Chi END.
Chi Attunement -1d6 STR Aid, +6 to maximum, Fade 5 Active points/5 minutes (+1/2), Self only (-1/2).
Active Cost: 12
Real Cost: 8

1) Permeate—The ability to shift one's blood around to distort one's features or enable one to squeeze into/out of tight places. The Contortionists skill costs (Active points/10) in Chi END per application, while the Shapeshift costs 3 END to initiate.
Permeate—(a) Contortionist, 18-, (or bonuses to skill), Costs Chi END (-1/2), (b) Shapeshift to humanoid with distorted features/limbs, 0 END (+1/2), Costs Chi END to initiate (-1/4), Only to obscure features (-1), Limited duration (5 minutes, -1 1/4)
Active Cost: (a) variable, (b) 30
Real Cost: (a) Active Cost/1.5, (b) 9

2) Blood Atemi—The ability to maniipulate the blood flow of another individual. For 4 Chi END, the Kuei-Jin can cause someone he touches to grow dizzy, and for the same cost he can deprive a limb of blood, effectively paralyzing it. The Kuei-Jin can also enrich the flow of blood to a wound, causing it to heal more rapidly than normal. This ability costs 2 Chi END/BODY healed.
Blood Atemi—(a) 4d6 STUN Drain, (b) 4d6 BODY Drain, Only to impair or disable a limb (-1), (c) Regeneration, Usable by others (one other, Kuei-Jin cannot use, at range, +3/4), 1 BODY/week (-1 1/2), Only to heal current wounds of mortals (-3/4)
All powers take Only versus beings with bloodstreams (-1/4)
Active Cost: 97
Real Cost: 55

3) Flow Like Blood—With this ability, the Kuei-Jin becomes as fluid as blood and is more difficult to hit and hurt. This ability costs 2 Chi END to set up.
Flow Like Blood—(a) +3 5-pt combat Skill Levels for DCV, (b) Defense Maneuver
Both powers take Costs Yang Chi END to initiate (-1/4) and Limited duration (1 minute, -1 1/2)
Active Cost: 20
Real Cost: 7

4) Bloodlash—This ability allows the Kuei-Jin to coagulate blood from a cut into a whip-like tendril, with which he can grab things or slash his opponents. The tendril costs 2 Chi END to create and has a reach of 1" per 20 points in whatever Chi END Pool is used to create it.
Bloodlash—(a) Extra Limbs, (b) Stretching, limited to 1"/20 Chi END (-1/4), (c) 1d6 HKA, Only useable with tendril (-1/2)
All powers take Costs Chi END to initiate (-1/4)
Active Cost: (a) 5, (b) 17, (c) 15
Real Cost: (a) 4, (b) 8, (c) 9

5) Blood Awakening—The Kuei-Jin with this power can either animate a finely crafted object with his blood (for Active Points/10 in Yang Chi END), or turn spirits into white jade statues by spitting blood on them (for 13 Yin Chi END).
Blood Awakening—(a) Summon Blood-Awakened Being, Anything (+2), Loyalty (+1), Focus (Finely crafted object, OAF, -1), Nature and abilities of the Being are limited by the nature of the object/statue (-1/2), Extra Time (1 full phase, -1/2), Gestures (spit blood on object, -1/4), (b) 6d6 Major Transform, spirit to white jade statue in material world, Transdimensional (+1/2), Gestures (spit blood on spirit, -1/4), Extra Time (1 full phase, -1/2)
Active Cost: (a) [30 + characteristic points in being/5] x 4, (b) 135
Real Cost: (a) Active Cost/2.25, (b) 77

B) Bone Shintai

0.5) Chi Attunement—The ability to pump up CON using Chi, much as a Cainite can do with his Blood Pool. Each application costs 2 Chi END.
Chi Attunement -2d6 CON Aid, +12 to maximum, Fade rate 5 Active points/5 minutes (+1/2), Self only (-1/2)
Active Cost: 24
Real Cost: 16

1) Corpse Skin—The Kuei-Jin, for 6 Yin Chi END, becomes more corpse-like and capable of absorbing more damage without harm.
Corpse Skin—+25% Resistant Physical and Energy Damage Reduction, Costs Yin Chi END to initiate (-1/4), Visible (-1/4), Not versus aggravated damage (-1/2), Limited duration (5 minutes, -1 1/4)
Active Cost: 60
Real Cost: 18

2) White Tiger Corpse—The Kuei-Jin can force Yin energy into his skin and turn invisible for 2 Yin Chi END/Turn. He can also bleed Yin onto his clothes and other belongings, although this costs an extra 2 Yin Chi and takes an additional minute.
White Tiger Corpse—Invisibility to sight, Increased base duration (1 Turn, +1/4), Clothes/belongings requires extra Chi END to initiate and extra time (1 minute, -3/4)
Active Cost: 25
Real Cost: 14

3) Bone Obedience—With this power, the Kuei-Jin can make his bones grow into armor, weapons, and skeleton keys. Bony talons costs 1 Yin Chi END, while a long bone sword costs 2 + 1 Yin Chi END/Turn. Armor costs 1 Yin Chi END. A skeleton key costs Active cost/10 in Yin Chi END to create. For 3 Yin Chi END/minute, the Kuei-Jin can also alter his skeletal and bone structure to change his appearance
Bone Obedience—(a) 1d6+1 HKA, Requires Yin Chi END to set up (-1/4), 2nd 10 points require 1 Chi END/Turn to maintain (-1/4), (b) 4 PD/4 ED Armor, Not versus aggravated damage (-1/2), Costs Yin Chi END to set up (-1/4), (c) Lockpicking, 18-, Costs Chi END to set up or change (-1/4), (d) Shapeshift to humanoid form, Increased base duration (1 minute, +1/2),
All powers take Extra time (1 minute, -1 1/2)
Active Cost: (a) 20, (b) 12, (c) 3 + 2/+1 to roll, (d) 30
Real Cost: (a) 7, (b) 4, (c) Active Cost/2.75, (d) 12

4) Five Poison Cloud—The Kuei-Jin can exhale a cloud of concentrated, toxic Yin which destroys everything it contacts (except the Kuei-Jin). The cloud has a radius of 16", in which everyone takes the STUN Drain. The BODY Drain is inflicted on everyone within 12" of the epicenter. This power costs 24 Yin Chi END to activate.
Five Poison Cloud—(a) 4d6 BODY Drain, Recover 5 points/month (+1 3/4), Personal Immunity (+1/4), Area Effect: Radius (+1), (b) 3d6 STUN Drain, Recover 5 points/Turn (+0), Personal Immunity (+1/4), Area Effect: Radius (+1 1/2), Linked to BODY Drain (-1/2)
Both powers take No range (-1/2), Extra Time (1 full phase, -1/2)
Active Cost: 242
Real Cost: 113

5) Ch'ing Shih—The Kuei-Jin can turn into a horrible Yin monster. The Kuei-Jin spends 1 Yin Chi END to change shape and another 2 Yin Chi ENDphase to maintain the Damage Shield.
Ch'ing Shih—(a) Shapeshift to Ch'ing Shih, 0 END (+1/2), Costs Yin Chi END to set up (-1/4), Limited duration (5 minutes, -1 1/4), Extra Time (1 minute, -1 1/2), (b) 1d6 HKA (2d6 with STR), Transdimensional (+1/2), Only in Ching-Shih form (-1/4), Reduced Penetration (-1/4), (c) 1/2 d6 RKA, Damage Shield (+1/2), Transdimensional (+1/2), Only in Ching-Shih form (-1/4), Activation (10-, -1 1/4), (d) 2d6 BODY Drain + 1d6 STUN Drain, Recover 5 points/month (+1 3/4), Claws/fangs must inflict BODY damage first (-1/4), Charges (8 clips of 6, -0), Gradual Effect (1 Turn, -1/4), Half effect versus supernaturals (-1/4), (e) 1d6 Major Transformation, mortal to zombie under control of Kuei-Jin, Trigger (mortal dies of Ch'ing Shih's venom, +1/4), Cumulative (+1/2), Uncontrolled (+1/2), Continuous (+1), Extra Time (1 Turn, -1)
Active Cost: 188
Real Cost: 92

C) Jade Shintai

0.5) Chi Attunement—The ability to pump up STR using Chi, much as a Cainite can do with his Blood Pool. Each application costs 1 Chi END.
Chi Attunement -1d6 STR Aid, +6 to maximum, Fade 5 Active points/5 minutes (+1/2), Self only (-1/2).
Active Cost: 12
Real Cost: 8

1) Stand Upon the Dragon's Back—The Kuei-Jin roots himself in the Earth's Chi flow, becoming very difficult to bowl over.
Stand Upon the Dragon's Back—(a) Knockback Resistance, -5", (b) Clinging, +21 STR, Only to resist being thrown (-1 1/2)
Both powers take Extra Time (1/2 phase, -1/4)
Active Cost: 27
Real Cost: 14

2) Tread the Thrashing Dragon's Tail—The Kuei-Jin acquires the ability to perform "Crouching Tiger, Hidden Dragon"-like leaps and movements.
Tread the Thrashing Dragon's Tail—(a) +5" Superleap, (b) 6" Flight, Only on water, narrow ledges, and places where footprints might be left behind (-1/2)
(c) Clinging, (d) Breakfall, 18-, (e) +1 with Stealth
Active Cost: 32 + 2/+1 to Breakfall skill
Real Cost: 28 + 2/+1 to Breakfall skill

3) Placate the Earth Dragon—This power is similar to the western Kindred's Earth Meld. Submerging oneself into the ground costs 8 Chi END, while passing through barriers costs 4 Chi END/barrier.
(a) Desolidification, 0 END Persistent (+1), Can only submerge oneself horizontally in bare earth (-2), Costs Chi END END to initiate (-1/4), Extra Time (1 Turn, -1), Incantations (singing, -1/4), Vampire disoriented for 1 phase after turning off Desolidification (-1/4), (b) Invisibility to Mental and Smell/Taste sense groups, 0 END Persistent (+1), Only when in the ground (-2), Extra Time (1 Turn, -1), Linked to Desolidification (-1/2), (c) Desolidification, Only while passing through solid barriers (-1), Extra Time (1 full phase, -1/2), Gestures (must lay hand on barrier, -1/4)
Active Cost: 180
Real Cost: 44

4) Harnessing the Dragon's Breath—This power allows the Kuei-Jin to fly on local lines of Chi. The speed of flight depends on the local rating of the Wall.

Wall rating mph Flight/phase
2 50 44"
3 45 40"
4 40 35"
5 35 31"
6 30 27"
7 25 22"
8 20 18"
9 15 13"
10 10 9"

Harnessing the Dragon's Breath—44" Flight, Requires DEX roll (-1/2), Extra Time (1 full phase, -1/2), Actual flight speed depends on local Wall rating (-1/2)
Active Cost: 88
Real Cost: 35

5) Jade Servant of the August Personage—This power allows the Kuei-Jin to channel the energies of the 5 Elements, thus gaining properties of the element in question. The vampire's skin becomes hard and slick, like jade, and this property costs 1 Chi END/Turn. Other mantle Chi costs are as follows:

Mantle Chi END/phase
Black Tortoise 2 Yin
White Tiger 2 Yin and 1 Yang
Scarlet Phoenix 3 Yang
Yellow Emperor 2 Yin and 1 Yang, or 1 Yin and 2 Yang
Azure Dragon 1 Yin and 2 Yang

Jade Servant of the August Personage—(a) 3 PD/3 ED Force Field, (b) (Black Tortoise) 1d6 DEX Drain, Recover 5 points/minute (+1/4), Damage Shield (+1/2), (c) (White Tiger and Scarlet Phoenix) 1d6 Energy RKA, Damage Shield (+1/2), (d) (Yellow Emperor and Azure Dragon) 3d6 Energy Blast, Damage Shield (+1/2), Yellow Emperor Damage Shield doesn't allow for Kuei-Jin to inflict damage by striking (-1/2), while Azure Dragon Damage Shield doesn't work versus weapons striking the Kuei-Jin (-1/2)
All Powers take Increased Base Duration (+1/4) and Focus (appropriate element, OAF, Bulky, -1 1/4)
Active Cost: (a) 7, (b) 20, (c) 26, (d) 26
Real Cost: (a) 2, (b) 9, (c) 11, (d) 9

D) Flesh Shintai

0.5 Chi Attunement—The ability to pump up DEX using Chi, much as a Cainite can do with his Blood Pool. Each application costs 4 Chi END.
Chi Attunement -3d6 DEX Aid, +18 to maximum, Fade rate 5 Active points/5 minutes (+1/2)
Active Cost: 36
Real Cost: 21

1) Long-Neck - The ability to stretch the neck or limbs.
Long-Neck—Stretching, 1"/10 CON
Cost: 5/1" of Stretching

2) Detach Limb—The ability to detach a limb and have it work independent of the body, or to assume the dreaded penangallan form. Limb detachment requires Telekinesis Active Cost/10 in Yang Chi END to initiate, while taking on the penangallan form costs 6 Yang Chi END.
Detach Limb—(a) Telekinesis, up to STR of the Kuei-Jin, Focus (detached limbs, OAF, -1), (b) Shapeshift to Penangallan form, 0 END (+1/2), Linked to Shrinking (-1/2), Costs Yang Chi to initiate (-1/4), (c) 30 points Shrinking, 0 END (+1/2)
Telekinesis and Shrinking also take Concentrate (0 DCV, -1/2), Extra Time (1 Turn, -1), Costs Yang Chi END to initiate (-1/4)
Active Cost: (a) 15 +3/2 STR above 10, (b) 15, (c) 45
Real Cost: (a) Active Cost/3.75, (b) 9, (c) 16

3) Lotus Cloud—For 8 Yang Chi END, the Kuei-Jin with this power can exhale an opalescent cloud of gas that causes mortals and shapeshifters who breathe it to become giddy and open to non-aggressive suggetion.
Lotus Cloud—(a) 9d6 Mind Control, Area Effect (4" Radius, Non-selective target, +3/4), Reduced by range (-1/4), Only affects mortals and shapeshifters (-1/2), Targets must breathe gas (-1/2), Only to make targets giddy, non-aggressive, and open to pleasant suggestions (-1), (b) 6d6 Mind Control, Area Effect (3" Radius, Non-selective target, +3/4), Requires a successful Mind Control effort from (a) (-1/2), Can only make mortals act in simple, passive ways (-1/4), Must vocalize commands (-1/4)
Active Cost: 131
Real Cost: 50

4) Pelesit—The ability to form small creatures from the Kuei-Jin's body which are useful as spies. They wither and die if they don't rejoin with the Kuei-Jin's body by dawn. Costs Active Cost/10 in Yang Chi END to make.
Pelesit—Summon Pelesit, Loyalty (+1), Costs 1 BODY/creature which must be healed as if it were damage if pelesit does not rejoin Kuei-Jin before dawn (-1/2), Extra Time (1 Turn, -1)
Active Cost: [30 + character points in Pelesit/5] x 2
Real Cost: Active Cost/2.5

5) Ten Thousand Forms—The ability to change shape to that of nearly any humanoid or animal of the same mass. The Kuei-Jin can also create functional wings and extra limbs. The Shapeshift costs 3 Yang Chi END to set up, while extra limbs costs 1 Yang Chi END and wings costs 2 Yang Chi END.
Ten Thousand Forms—(a) Shapeshift to any humanoid or animal of same mass, 0 END (+1/2), (b) Extra Limbs, (c) Ambidexterity, linked to Extra Limbs (-1/2), (d) 10" Flight, Restrainable (-1/2),
All powers take Costs Yang Chi END to initiate (-1/4)
Active Cost: 58
Real Cost: 39<</b>

E) Ghost-Flame Shintai

0.5 Chi Attunement—The ability to pump up CON using Chi, much as a Cainite can do with his Blood Pool. Each application costs 2 Chi END.
Chi Attunement -2d6 CON Aid, +12 to maximum, Fade rate 5 Active points/5 minutes (+1/2)
Active Cost: 24
Real Cost: 16

1) Goblin Face—With this power, the Kuei-Jin causes his eyes and mouth to blaze with Chi energy, thus improving his vision, adding to the damage he can do with his bite, and scaring the hell out of animals and mortals.
Goblin Face—(a) +3 to Sight PER roll, Only to compensate for darkness penalties (-1/2), Linked to PRE (-1/2), (b) 1d6-1 Energy RKA, No range (-1/2), Only when Kuei-Jin hits with his bite (-1/2), Linked to PRE (-1/2), (c) +40 PRE, Offense only (-1/2), Only to cause fear in non-supernaturals (-1), Concentrate (1/2 DCV, -1/4), Extra time (1 phase, -1/2)
Active Cost: 56
Real Cost: 20

2) Goblin Spark—The production of sparks or balls of Ghost-flame that can explode and blind persons who come into contact with them. The sparks/balls costs 4 Chi END to create.
Goblin Spark—(a) Images versus sight and normal hearing, -2 to PER roll, 4-hex radius (+1/2), 0 END (+1/2), Only to create flames/sparks that explode (-1), Costs Chi END to set up (-1/4), Extra Time (1 full phase, -1/2), (b) 2d6 Flash versus sight, Trigger (contact with Goblin Spark, +1/4)
Active Cost: 62
Real Cost: 46

3) Goblin Shapes—The construction of any sort of shape from Ghost-flame. Like Goblin Sparks, these shapes will explode when coming into contact with other individuals, costing other shen part of their Chi or other supernatural essence and momentarily stunning others. The shape costs 4 Chi END to create.
Goblin Shapes—(a) Images versus sight and sound, -4 to PER roll, 0 END (+1/2), Costs Chi END to initiate (-1/4), Only to make flame shapes (-1), Extra Time (1 Turn, -1), (b) 2d6 Drain versus END Reserve, Recover 5 points/year (+2 1/4), Ranged (+1/2), Trigger (coming into contact with Goblin Shape, +1/4), Only versus supernatural END Reserves (-1/2), (c) 2d6 STUN Drain, Recover 5 points/Turn (+0), Ranged (+1/2), Trigger (coming into contact with Goblin Shape, +1/4)
Active Cost: 135
Real Cost: 85

4) Goblin Scorch—The ability to breathe a gout of Yin- or Yang-fire. Yang-fire is straightforward flame and costs 3 Yang Chi END/gout. Yin-fire is very different—when used against spirits, it costs 6 Yin Chi END/gout. Against other targets, Yin-fire initially costs 6 Yin Chi END/gout until the EGO of the target is drained to 0, at which point each gout costs 5 Yin Chi END.
Goblin Scorch—(a) 2d6 Energy RKA, Transdimensional (+1), Transdimensional effect only occurs when Yin-fire is directed against spirits (-1 on Transdimensional points), Extra Time (1 full phase, -1/2), (b) 2d6 Drain versus EGO, Ranged (+1/2), Recover 5 points/month (+1 3/4), Extra Time (1 full phase, -1/2), (c) 1d6 Drain versus BODY, Ranged (+1/2), Recover 5 points/month (+1 3/4), Only after EGO has been reduced to 0 by EGO Drain (-1/2), Extra Time (1 full phase, -1/2), (d) 1d6 Major Transform, person to person with derangements, Cumulative (+1/2), Linked to BODY Drain (-1/2)
Active Cost: (a) 60, (b) 65, (c) 32, (d) 22
Real Cost: (a) 39, (b) 43, (c) 16, (d) 15

5) Goblin Lantern—With this mighty power, the Kuei-Jin can surround himself with Ghost-Flame, at a cost of 21 Yang Chi END or 40 Yin Chi END to set up. Anyone touching the Kuei-Jin in this state suffers from Goblin Scorch attacks per phase of contact. The Kuei-Jin can also "flare up" and affect everybody with an enhanced aura of Ghost-Flame in a defined area. Persons staring at the Kuei-Jin when he flares up are momentarily blinded. If he chooses, the Kuei-Jin can also shrink himself down to a 0.5 m diameter Ghost Fireball and fly. This ability costs an additional 3 Chi END.
Goblin Lantern—(a) Shapeshift to Ball of Ghost-Flame, 0 END (+1/2), Extra Time (1 full phase, -1/2), (b) Goblin Scorch abilities with Variable Advantage (0 END Damage Shield, +1, or Area Effect: 6" radius, +1 and Personal Immunity, +1/4; total advantage = +2 1/2), Only in Ghost-Flame Ball form (-1/4). Limitations on Area Effect Active points: Charges (1, -2), Must spend one phase in Damage Shield mode (-1/4), (c) 4d6 Aid to Goblin Lantern powers, one at a time (+1/4), Only adds to Area Effect damage (-1/2), Self only (-1/2), (d) 1d6 Flash versus sight, Area Effect (Radius, 16", +2), Personal Immunity (+1/4), Only versus individuals looking in Kuei-Jin's direction (-1/4), Linked to Area Effect Goblin Lantern power (-1/2), (e) 20 points Shrinking, 0 END (+1/2), Costs Chi END to set up (-1/4), Must invoke other Goblin Lantern powers first (-1/4), (f) 44" Flight, Extra Time (1 full phase, -1/2), Actual flight speed depends on local Wall rating (See "Harnessing the Dragon's Breath" power, -1/2), Only while shrunken (-1/4)
Active Cost: (a) 15, (b) 210 + 227 + 112 + 77, (c) 25, (d) 32, (e) 30, (f) 88
Real Cost: (a) 10, (b) 76 + 98 + 40 + 33, (c) 12, (d) 18, (e) 20, (f) 39

IV) Soul Disciplines

A) Cultivation

1) Scrutinize—The ability to attune oneself to one's own P'o, or the P'o or equivalent "dark side" of others. Learning more about one's own P'o provides more self-control.
Scrutinize—(a) Buy down Beserk and Psych Lim: Split Personality Disadvantages a little, (b) Detect P'o and other "Inner Demons", Range, Discriminatory, Concentrate (0 DCV, -1/2), Extra Time (1 minute, -1 1/2)
Active Cost: (a) Variable, (b) 13
Real Cost: (b) 4

2) Cleave the Demon—The ability to split the Kuei-Jin's bipartite soul into its component parts. The Kuei-Jin invoking this power rolls his EGO versus his P'o Activation roll. If the EGO roll is better, the Hun takes control of the body, while the P'o is sent into the Mirror Lands. If the P'o roll wins, the opposite occurs.
Cleave the Demon—(a) Duplicate, duplicate exists in Spirit World (-1), Powers that both original and duplicate possess can only be used by one or the other (-1), Costs Chi END to initiate (-1/4), Limited duration (5 minutes, -1 1/4), Extra Time (1 Turn, -1), (b) Mind Link with Duplicate.
Powers possessed by Duplicate in Spirit World: (a) Clairsentience with sight, Transdimensional (+1/2), No range (-1/2)—30 Active, 20 Real, (b) 2d6 Major Transform, Kuei-Jin duplicate to duplicate inside body of the original, reversed if original kicks him out Cumulative (+1/2)—45 points
Active Cost: (a) 26 + (Kuei-Jin's character points x 0.4), (b) 5
Real Cost: (a) Active Cost/5.5, (b) 5

3) Lash the Demon—This power enables the Kuei-Jin to force either the Hun or P'o of another to the forefront. The result depends on the relative strength of the target's Hun or P'o

Condition Result
EGO > P'o rating x 2 Target becomes passive and malleable, takes no aggressive action and flees if confronted. Takes non-self-destructive orders.
EGO < P'o rating x 2 Target goes into Fire Soul, must check for Shadow Soul
EGO = P'o rating x 2 Roll 3d6 each for Hun and P'o. High roll wins. Consult results listed above.
Kindred/Garou/other being with a beast Target frenzies/beserks
Mortal As per EGO > P'o rating x 2, unless he has a strong bestial side

Lash the Demon—9d6 Mind Control, Requires eye contact (-1/2), No Conscious Control: Results depend on target (-1), Extra Time (1 full phase, -1/2), Concentrate (0 DCV, -1/2)
Active Cost: 45
Real Cost: 13

4) Yoke the Demon—This power turns one's P'o into a watchdog for a limited period. It costs 4 Chi END to perform.
Yoke the Demon—Detect Demons and other "Wild Souls", Sense, Range, 360 Degrees, Transdimensional (+1), Costs END to initiate (-1/4), Visible (-1/4), Concentrate (0 DCV, -1/2), Extra Time (1 Turn, -1), Cannot use Demon Chi or Demon Arts while this power is in effect (-1/2), Limited duration (5 minutes, -1 1/4)
Active Cost: 40
Real Cost: 8

5) Two Become One—The ability to temporarily harmonize the Kuei-Jin's two souls. Demon Chi and Demon Arts can still be accessed without risking Fire, Wave, or Shadow Soul.
Two Become One—(a) 9d6 Major Transform versus EGO, Kuei-Jin to Kuei-Jin with no Fire, Wave, or Shadow Soul disadvantages, fades after 5 minutes, Self only (-1/2), Extra Time (1 full phase, -1/2), Limited duration (5 minutes, -1 1/4), (b) 10 points Mental Defense, Costs END to initiate (-1/4), Linked to Transform (-1/2)
Active Cost: 145 Active Cost: 73

B) Chi'iu Muh

1) Rasa—The ability to obtain vague portents of the future through one's dreams, and to sense things and persons that have important roles to play in the Great Cycle.
Rasa—(a) Clairsentience wth Precognition, Precognition only (-1), No Conscious Control (-2), Only while dreaming (-1/2), Visions vague and unclear (-1), (b) Detect Persons and Objects of Great Future Significance, Range, Sense
Active Cost: 50
Real Cost: 17

2) Chi Sight - This power allows the Kuei-Jin to view the whole world of Spirit and Chi. Costs 4 Yang Chi END and 4 Yin Chi END to initiate.
Chi Sight—(a) Detect Spirits, Sense, Ranged, Discriminatory, Targetting Sense, (b) Detect Chi Constructs, Ranged, Discriminatory, (c) Clairsentience with sight, Transdimensional (the Mirror Lands, +1/2), 0 END (+1/2), No range (-1/2)
All powers take Visible (-1/4), Limited duration (5 minutes, -1 1/4), Costs Chi END to initiate (-1/4), Extra Time (1 full phase, -1/2)
Active Cost: 90
Real Cost: 27

3) Dragon Ward—The ability to set up a ward of protection which prevents persons from approaching within 3 m of the Kuei-Jin. This ward affects everyone who in an 11" radius when the trigger is set off.
Dragon Ward—8d6 Mind Control, Area Effect (Radius, non-selective target, +3/4), Trigger (when someone comes within 3 m of Kuei-jin, +1/4), 0 END (+1/2), Transdimensional (+1), Single command: Do not approach me (-1/2), No range (-1/2), Extra Time (1 Turn, -1)
Active Cost: 140
Real Cost: 47

4a) Purification (Hun)—The ability to cleanse persons of their psychic illnesses and to remove demonic taint from a location. The Transforms and the Mind Control costs normal END (9, 3, and 2/Turn, respectively).
Purification (Hun)—(a) Detect Insanity/Mental Disturbances, Range, Discriminatory, (b) 6d6 Major Transform versus EGO, person to person cured of mental problems, Extra Time (1 minute, -1 1/2), Concentrate (0 DCV, -1/2), (c) 6d6 Mind Control, Only to prevent emergence of Beserk, Psych. Lim. Fears, and Psych. Lim.: Split Personality (-3/4), (d) 1d6 Minor Transform, defiled Chi to part of local Dragon Line, Cumulative (+1/2), Extra Time (1 Turn, -1), Concentrate (0 DCV, -1/2)
Active Cost: (a) 13, (b) 90, (c) 30, (d) 22
Real Cost: (a) 13, (b) 30, (c) 13, (d) 9

4b) Purification (P'o)—With this version of Purification, the Kuei-Jin bites the target and pumps him full of Demon Chi, causing the victim to succumb to his dark side and serve the Kuei-Jin as his evil slave for a number of days. This power costs 9 Demon Chi END.
Purification (P'o)—6d6 Major Transform versus EGO, person to evil slave of Kuei-Jin, Recovery of 5 Active points./day, Kuei-Jin must bite target (-1/2), Extra Time (1 full phase, -1/2), No range (-1/2)
Active Cost: 90
Real Cost: 36

5a) Spirit-Eating—With this power, the Kuei-Jin whose Hun is ascendant can remove the soul of an individual and work healing magic on it, purging it of dark influences. The Kuei-Jin whose P'o is ascendant can torment the removed soul of an individual, driving it insane, or he can eat the soul, effectively killing the target. The Kuei-Jin gains the INT-based skills of the consumed soul for a number of days equal to the P'o rating of the Kuei-Jin.
Spirit-Eating—(a) 18d6 Suppress EGO, 0 END Persistent (+1), BOECV (+1), Limited range (3 m, -1/2), Requires eye contact (-1/2), Ends when Transform is complete (-1/4), Extra Time (1 full phase, -1/2), (b) (Hun)1d6 Major Transform, person to person with increased Hun, more"Humanity", or restored Dharmic path (+1/4), Cumulative (+1/2), Extra Time (1 day, -3 1/2), Requires successful attack roll with BOECV Suppress (-1/2), (c) (P'o)1d6 Major Transform, person to person with a Derangement or an implanted command (+1/4), Cumulative (+1/2), Extra Time (1 hour, -21/2), Requires successful attack roll with BOECV Suppress (-1/2), (d) (P'o) 1d6 BODY Drain, Ranged (+1/2), Requires successful attack roll with BOECV Suppress (-1/2), (d) (P'o) Variable Power Pool, Only to use INT-based skills of consumed soul (-1/2), Must kill target with BODY Drain in order to use (-1/4), Only lasts a number of days equal to the Kuei-Jin's P'o rating (-1)
Active Cost: (a) 270, (b) 26, (c) 26, (d) 15, (e) variable
Real Cost: (a) 98, (b) 5, (c) 6, (d) 10, (e) Pool + Control Cost/2.75

C) Internalize

1) No Mind—With this power, the Kuei-Jin empties his mind and gains protection against mental powers directed against him.
No Mind -10 points Mental Defense, Costs END (-1/2), Kuei-Jin cannot use Cultivation, Obligation, or Chi'iu Muh powers while No Mind is in effect (-1/4)
Active Cost: 10
Real Cost: 6

2) Blood Yoga—With this power, the Kuei-Jin meditates for 1 hour, charges his psychic reserves and steadies his mental focus.
Blood Yoga—(a) 2d6 Aid to END, Fades 5 Active points/5 hours (+1), (b) 2d6 Aid to EGO, Fades 5 Active points/5 hours (+1)
Both powers take Self only (-1/2), Charges (1, -2), Extra Time (1 hour, -2 1/2)
Active Cost: 40
Real Cost: 7

3) Distant Death Kata—This power allows the Kuei-Jin to deliver the force of a perfectly executed martial strike to a target at a distance.
Distant Death Kata—Energy Blast versus PD, Invisible to all senses (+1), No range penalty (+1/2), Gestures (-1/4), Damage limited to damage normally done by martial arts maneuver (-1/2), Extra Time (1 full phase, -1/2)
Active Cost: 12.5/d6 of Energy Blast
Real Cost: Active Cost/2.25

4) Iron Soul—With this ability, the Kuei-Jin channels his inner strength into performing prodigious feats.
Iron Soul—10-pt Overall Skill Levels
Limitations: Concentrate (0 DCV, -1/2), Extra Time (1 minute, -1 1/2)

5) Harmony with the All—With this ability, the Kuei-Jin attunes his consciousness to the Cosmic Cycle, deriving great benefits in the process.
Harmony with the All—(a) 10 point Overall Skill Levels, Only to overcome all manner of situational penalties (-1/2), (b) Ambidexterity, (c) Danger Sense, in combat, 11-, (d) Defense Maneuver, (e) Detect Invisible Creatures, Range, Sense, (f) Clairsentience with Precognition, Precognition only (-1), No Conscious Control (-2), Limited duration (1 phase, -2)
Skill Levels, Ambidexterity, Danger Sense, and Detect Invisible Creatures all take Costs END (-1/2)
Active Cost: (a) 10, (b) 3, (c) 15, (d) 5, (e) 10, (f) 40
Real Cost: (a) 5, (b) 2, (c) 10, (d) 3, (e) 7, (f) 6

D) Obligation

1) Evaluate—The ability to look into the target's soul and gain potentially useful information.
Evaluate—9d6 Telepathy, Receptive telepathy (-1/2), Can only discern features of personality and memories (not what target is thinking at the moment, -1/2), Concentrate (1/2 DCV, -1/4), Extra Time (1 Turn, -1)
Active Cost: 45
Real Cost: 14

2) Soul Bridge—This power allows the Kuei-Jin to connect with the target in such a way that makes it easier to manipulate the target.
Soul Bridge—(a) 2d6 PRE Aid, Fade 5 Active/Turn (+0), Only to add to PRE attacks and PRE-based skills (-1/4), Self only (-1/2), (b) 3d6 Telepathy, Receptive telepathy (-1/2), Thoughts appear in pictorial form (-1/4), (c) 6d6 Mind Control, Emotions only (-1/2)
All powers take Does not affect Kuei-Jin with a higher EGO (-1/4)
Active Cost: 55
Real Cost: 27

3) Authority—With this power, the Kuei-Jin can exercise the Mandate of Heaven over mortals (and, to a lesser extent, some others). The extra PRE costs 3 ordinary END to initiate.
Authority—(a) +30 PRE, Costs END to initiate (-1/4), Limited duration (5 minutes, -1 1/4), No defensive value versus PRE Attacks (-1/4), Linked to Mind Control (-1/2), (b) 8d6 Mind Control, Area Effect (4" radius, +1)
Both powers take Doesn't affect Kuei-Jin with higher Dharma status or EGO (-1/4) and Half effect versus other shen (-1/4)
Active Cost: 110
Real Cost: 61

4) Thousand Hell Stare—This "evil eye" causes psychic pain to the target and can force him to submit to the Kuei-Jin or drive him insane.
Thousand Hell Stare—(a) 1d6 EGO Attack, Extra Time (1 full phase, -1/2), Concentrate (1/2 DCV, -1/4), (b) 9d6 Mind Control, Must successfully hit with EGO Attack each phase (-1/2), Possible commands follow a series (1st phase—flee or follow simple commands; 2nd phase—any command, -1/4) (b) 1d6 Major Transform, person to person with Derangement , BOECV (+1), Cumulative (+1/2), Requires successful EGO Attack and Mind Control each phase (-3/4)
Active Cost: (a) 10, (b) 45, (c) 34
Real Cost: (a) 6, (b) 26, (c) 19

5) Soul Shackles—This power enables the Kuei-Jin to gradually become the master of another's soul.
Soul Shackles—(a) Friendship Bond: 8d6 Cosmetic Transform versus EGO, person to person friendly towards Kuei-Jin, BOECV (+1), (b) Giri Bond: 8d6 Minor Transform versus EGO, person to person loyal to Kuei-Jin, Target must already be in a Friendship Bond with Kuei-Jin (-1/2), Failure undoes Friendship Bond (-1/2), (c) Spirit Bond: 8d6 Major Transform versus EGO, person to person blindly devoted to Kuei-Jin, Target must already be in a Giri Bond (-1/2), Failure undoes Giri Bond (-1/2)
All powes take Concentrate (0 DCV, -1/2) and Extra Time (1 Turn, -1)
Active Cost: (a) 80, (b) 80, (c) 120
Real Cost: (a) 32, (b) 23, (c) 34

V) Chi Rites

Rites

Kuei-Jin must purchase a Variable Power Pool to represent knowledge and ability to perform the following rites. The Kuei-Jin may use the VPP to perform any rite he has learned. All rites also require a KS as a skill roll (KS: Chi Rites, KS: Social Rites, etc.) to perform them successfully. Rites that are learned and performed for the first time take a -3 modifier to the KS roll. A successful use of the Rite drops the modifier to a -2, and each successive use drops the penalty by another point. Changing powers in the VPP also requires the KS roll and at least one Turn; extra time taken to change powers will add to the skill roll required (+1/step on the Time Chart). Limitations on the Control Cost include "Powers restricted to known rituals (-1/4)" and "Requires a KS: _____ Rites skill roll (-1/2)".

A) Trace the Dragon's Blood—This enables the Kuei-Jin to detect Dragon Lines and (given a good vantage point) trace them back to their origins and destinations. Costs 3 Chi END to perform.
Trace the Dragon's Blood—Detect Dragon Lines, Ranged, +12 Telescopic Sense
Limitations: Requires KS: Chi Rite roll (-1/2), Costs Chi END (-1/2), Focus (token, OAF, -1), Extra Time (5 minutes, -2)
Active Cost: 26
Real Cost: 5

B) Behold the Spirits' Doorway—With this rite, the Kuei-Jin can locate portals to the Spirit World.
Behold the Spirits' Doorway—Detect Gate to Yin/Yang World, Ranged
Limitations: Requires KS: Chi Rite roll (-1/2), Gestures (draw ideogram/light incense, -1/4), Incantations (-1/4), Focus (something to write with, incense, OAF, -1), Extra Time (5 minutes, -2)
Active Cost: 8
Real Cost: 2

C) Imbuing the Jade—This Rite creates jade figurines that allow the Kuei-Jin to travel on local Dragon Lines or enter either the Yin or the Yang World. EDM to a Dragon Line costs 4 Chi END, while travel to one of the spirit worlds costs 3 Chi END.
Imbuing the Jade—(a) EDM to Dragon Line, Can emerge back into Middle Kingdom at site other than site of origin, Can only emerge at the destination or origin gate of the Dragon Line in question (-1 on 20 points) (b) EDM to Yin or Yang Worlds
Both powers take Focus (jade item, OAF, expendable, -1 1/4) and Extra Time (5 minutes, -2)
Active Cost: (a) 40, (b) 30
Real Cost: (a) 9, (b) 7

D) Cloak the Dragon's Passage—This laborious rite allows the Kuei-Jin to hide a Dragon Line. The rite must be repeated for each 2 m of Dragon Line to be hidden.
Cloak the Dragon's Passage—Images versus Detects that reveal the location of Dragon Lines, -5 to PER roll, 0 END Persistent (+1), Uncontrolled (+1/2), Only to hide Dragon Lines (-1), Kuei-Jin must "ride the dragon's tongue" along lines to be hidden (-1/2), Focus (jade powder, crushed gems, powdered ginseng, OAF, Expendable, -1 1/2), Incantations (-1/4), Undone if successful PER roll detects hidden Dragon Line (-1/2), Extra Time (1 full phase, -1/2)
Active Cost: 62
Real Cost: 12

E) Rite of Supplication—This rite is required to enter a Dragon's Gate. See write-up of Dragon's Gates below.

F) Creating the Rivergate—This rite is required once a year to maintain a Dragon's Gate in a usable condition. It is also required to open a Dragon's Gate that has closed due to neglect.

Dragon's Gate—EDM to Dragon Lines, the Mirror Lands, or the Yin and/or Yang Worlds, Can return to Middle Kingdom at a point different from the point of entry, Uncontrolled (+1/2), Continuous (+1), 0 END (+1/2), Usable by Others (one other, +1/2),
Requires KS: Chi Rites roll at -1/20 Active points (-1/4), Gestures (Ring bell/gong, -1/4), Requires KS: Chi Rites roll at -1/20 Active points to maintain gate in open position, or to re-open it if closed (-1/4)
Active Cost: 210
Real Cost: 105
Note that due to the high Active Cost, using or opening a Dragon's Gate can be lengthy process.

VI) Individual Rites

A) The Way of the Lone Walker—With this rite, the Kuei-Jin remove himself from the strictures of Cathayan court and wu without arousing the hostility of other Kuei-Jin or totally cutting himself off from Kuei-Jin society.
The Way of the Lone Walker—1d6 Cosmetic Transform, Cumulative (+1/2), Kuei-Jin to heimin, Extra Time (5 minutes, -2), Requires KS: Individual Rites roll (-1/2), Focus (tea, OAF, -1), Self only (-1/2)
Active Cost: 7
Real Cost: 1

B) Taking the Left-Hand Path—With this Rite, the Kuei-Jin can change his Dharmic path in a socially acceptable manner. This Rite costs 1 Chi END/d6 of Transform required.
Taking the Left-Hand Path—1d6 Minor Transform versus EGO, Cumulative (+1/2), Kuei-Jin to Kuei-Jin with different Dharmic path at rating of 1, Extra Time (5 minutes, -2), Requires KS: Individual Rites roll (-1/2), Focus (list of reasons why current Dharma is not appropriate, IAF, -1/2), Self only (-1/2)
Active Cost: 15
Real Cost: 3

C) Restoring the Dharmic Balance—With this rite, the Kuei-Jin can help a Kuei-Jin who has followed from Dharmic grace and into a state of chih—mei-hood.
Restoring the Dharmic Balance—1d6 Major Transform versus EGO, Cumulative (+1/2), chih—mei to Kuei-Jin with restored Dharmic status, Extra Time (1 day, -3 1/2), Requires KS: Individual Rites roll (-1/2), Focus (incense, other stuff, IAF, -1/2), Incantations (-1/4), Gestures (-1/4)
Active Cost: 22
Real Cost: 4


VII) Social Rites

A) Embrace the Spirit's Change—This rite publicly acknowledges the social and personal, spiritual growth that a Kuei-Jin has undergone. The Kuei-Jin's personality and temperament are altered by the rite.
Embrace the Spirit's Change 1d6 Major Transform versus EGO, Cumulative (+1/2), Kuei-Jin to Kuei-Jin with different Dharmic path at rating of 1, Extra Time (5 hours, -3), Requires KS: Individual Rites roll (-1/2), Self only (-1/2)
Active Cost: 22
Real Cost: 4

VIII) Rites of Wind and Water

A) Harmonious Shielding of the Guarded House—This rite protects the Kuei-Jin's resting place or the tomb that housed his body from invasion.
Harmonious Shielding of the Guarded House—(a) 6 PD/6 ED Force Wall, Hardened (+1/4), Charges (1, lasts one day, -0), Gestures (paint stuff, -1/4), Extra Time (1 hour, -2 1/2), Costs Chi END to set up (-1/4), Requires KS: Rites of Wind and Water roll (-1/2), (b) Images versus hearing, -2 to PER roll, Trigger (attempt to enter Kuei-Jin's tomb or resting place, +1/4), Only to warn Kuei-Jin of intruders (-1), Linked to Force Field (-1/2), Charges (1, lasts 1 minute, -1)
Active Cost: 57
Real Cost: 14

B) Construct the Dragon Bone Prison - With this rite, the Kuei-Jin can trap another vampire (eastern or western) in his resting place.
Construct the Dragon Bone Prison—8 PD/8 ED Force Wall, Hardened (+1/4), Charges (1, lasts one day, -0), Focus (hidden mirrors, IAF, -1/2), Requires KS: Rites of Wind and Water roll (-1/2), Only to englobe someone within a vampire's resting place (-1), Extra Time (1 minute, -1 1/2)
Active Cost: 50
Real Cost: 11