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Kueijin House Rules

The document outlines the Kuei-jin House Rules and clarifications for character creation, emphasizing the need for characters to adhere to the five standard Dharmas and providing guidelines for interactions with other supernatural beings. It includes detailed mechanics for detecting vampiric disciplines, spirit travel, and crossover values with various supernatural groups. Additionally, it specifies rules for disciplines, rites, and the process for requesting experience points and equipment.

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Michelle Hadder
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0% found this document useful (0 votes)
64 views6 pages

Kueijin House Rules

The document outlines the Kuei-jin House Rules and clarifications for character creation, emphasizing the need for characters to adhere to the five standard Dharmas and providing guidelines for interactions with other supernatural beings. It includes detailed mechanics for detecting vampiric disciplines, spirit travel, and crossover values with various supernatural groups. Additionally, it specifies rules for disciplines, rites, and the process for requesting experience points and equipment.

Uploaded by

Michelle Hadder
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Kuei-jin House Rules & Clarifications

Preface

Kindred of the East is a crossover heavy game. They have heavy involvement in the
spirit worlds, both Yin and Yang. This brings them into contact with Wraiths on one
side, spirits and Garou on the other. They occupy the same supernatural “niche” as the
Kindred, and the crossover there is well documented, especially with the Great Leap
Outward. Mages have the potential to interact with pretty much anything else in the first
place, but the fact that Kuei-jin (unlike Kindred) are interested in Dragon Nests/Nodes
give some potential interaction there. Normal Changelings are perhaps the only group
with no inherent reason to interact with Kuei-jin, although Hsien would obviously have a
good excuse.

That being said, much of this document will focus on crossover rules to smooth
interaction between Kuei-jin and the various supernatural groups. Much of the rest is
clarifications to different disciplines and powers.

Character Creation

Unless specifically approved otherwise, characters must be of the 5 “standard” Dharmas.


Jade Talisman is not allowed at character creation, and Martial Arts may not be above 2
at character creation. Kanbuijan are not allowed.

Unusual disciplines (Smoke/Storm/Beast Shintais, Mibasham, Tzu Wei, etc), may be


allowed, but should have substantial explanation in the character background. Similarly,
artifacts may be allowed, but require explanation.

In general, a one or two paragraph background is required. Characters should be asian in


origin, and at least nominally loyal to the Quincunx. The standard starting situation
should be the new character being sent to aid in the formation of a court in Orias,
providing a new foothold for the Great Leap Outward.

Miscellaneous

Detecting Vampiric Disciplines:

As noted on pg 122 of the Kindred of the East Companion, Kuei-jin can feel when a
Cainite calls upon the power of his blood, as the chi of the area ripples unpleasantly. To
quote that passage:

“When a Kin-jin calls upon his blood, it creates unwholesome ripples and
tears in the flow of Chi energy around him. This disturbance can be felt
by any Kuei-jin within sight, and is particularly visible to those with
knowledge of the Chi Arts.”
To give more concrete mechanics to this, a Kuei-jin may reflexively attempt to detect
whenever a Cainite within his sight spends one or more blood points. This requires a
Perception + Awareness roll at difficulty 6. Only one success is needed. If the Kuei-jin
knows one or two Chi arts, the difficulty is 5. If the Kuei-jin knows three or more of the
Chi arts, the difficulty is 4. The range of this ability is somewhat subjective and flexible
based on the particular blood use, but if a concrete number is needed, assume a basic
range of 50 yards in any direction.

“Virtual” Auspex:

All Kuei-jin can simulate the Auspex 1 power Heightened Senses. When using this
ability to contest the use of Obfuscate, Chimestry, etc (see V:tM Revised, pg 152),
consider the Kuei-jin’s Auspex rating to be equal to their Dharma.

Humanity:

For the purpose of remaining active during the day (c.f. Vampire the Masquerade,
Revised: pg 204) and other dice rolls and mechanics that would normally call for
Humanity, a Kuei-jin’s Humanity is equal to their Hun plus Dharma (max 10).

Spirit Travel:

Kuei-jin use their normal statistics when traveling in the spirit worlds, and do not gain
spirit traits (using P’o for Rage, Hun for Gnosis, and Willpower) as described on page
147 of Kindred of the East. It makes no sense for a character with (as an extreme
example) an Intelligence + Rituals of 8 and a Hun of 2 to suddenly roll 2 dice on an Int +
Rituals roll instead of 8, simply because they have stepped into the spirit worlds. Kuei-
jin do gain extra health levels as described on page 148, but keep in mind that a Kuei-jin
who dies in the mirror lands meets final death.

“Pumping” stats:

Spending chi to enhance physical attributes is governed by the Shintais known to the
Kuei-jin. All expenditures last for a scene, regardless of the level to which the attribute
rises.

Rites

If taught, rites cost their level in XP. They can be independently researched, but take at
least twice as long to learn and cost twice as much, and may require roleplaying and rolls
to successfully complete.
Crossover Values

For the purpose of powers that have a difficulty based on a virtue (Yin, Yang, Hun, or
P’o) or affect a virtue that the target does not possess, use the following equivalents (note
that this is not always required or applicable – for example, Soul Bridge does not work on
Kuei-jin with higher Hun scores, but it would work fine on any non kuei-jin, no matter
what their “Hun equivalent” is):

Vampires:
• Permanent Yang: Courage
• Permanent Yin: Self Control
• Temporary Chi (either sort): Blood pool
• Hun: Humanity rating/2 (round up). If the vampire is on a path, it is the Path
rating/3 (round up)
• P’o: This one is tough, and should be evaluated on a scale of 1 to 5, based on how
much of a hold the vampire’s beast may have. In general, a high humanity
vampire will have a low P’o equivalent. A vampire on the Path of Night or
something similar would have a high P’o equivalent.

Mortals:
• Same as vampires, except mortals have no P’o (except for the most deranged,
violent, and corrupt people) and no Temporary Chi

Garou:
• Permanent Yang: Rage /2 (Round up)
• Permanent Yin: Gnosis/2 (Round up)
• Temporary Yang: Temporary Rage
• Temporary Yin: Temporary Gnosis
• Hun: As with a vampire’s P’o, a Garou’s Hun is probably best evaluated on a
scale of 1 to 5 based upon the character’s behavior. A concientous Child of Gaia
might have a Hun equivalent of 5, while a Red Talon ahroun might have a Hun
equivalent of 1.
• P’o: Rage /2 (round up)

Wraiths:
• Permanent Yang: 0
• Permanent Yin: 5
• Temporary Chi (either sort): Pathos
• Hun: Evaluate as appropriate
• P’o: Permanent Angst/2
• Gnosis (Permanent): (Sum of 3 highest Passions) – 5 (Minimum 2)
• Rage (Permanent): Angst (Permanent)

Changeling:
• Permanent Yang: Permanent Glamour /2 (round up)
• Permanent Yin: Permanent Banality /2 (round up)
• Temporary Chi (either sort): Temporary glamour
• Hun: This should be evaluated as appropriate.
• P’o: None. Changelings have no P’o soul.

Mages:
• Permanent Chi Virtues: These are tough, but in general, resonance can be used as
an indicator, rating each as 1-5. Dynamic resonance would be an indication of a
higher Yang, Static and Entropic resonance would tend to be an indicator of a
higher Yin.
• Temporary Chi (either sort): Quintessence
• Hun: This should be evaluated as appropriate.
• P’o: Unless an extremely inhumane, violent, and corrupt person, mages will not
have a P’o. If they do, it will be at a low rating, 1 or 2 at most.

Demons:
• Permanent Chi: Permanent Faith / 2 (round up for one virtue, down for the other,
as appropriate to the individual)
• Temporary Chi (either sort): Temporary faith.
• Hun: (10 – permanent torment) / 2, round down.
• P’o: Permanent torment /2, round up
Orpheus:
• Hun: (10 – Spite)/2 (round down)
• P'o: Spite/2 (round down)
• Yin: 10 - Vitality
• Yang: Vitality/3 (round down)
• Rage: Vitality/2 (round down)
• Gnosis: Vitality/2 (round down)

Disciplines

Tapestry (General):

Tapestry effects have a radius of 10 yards for each point of the user’s Perception +
Tapestry.

Tapestry 2:
Each success on the roll enables the vampire to raise or lower the Wall by 1 for a scene.
“Chi powers of any sort” includes the following:

• Gifts that require a gnosis or rage expenditure or roll


• Arcanoi that require pathos or that reach across the shroud
• Kuei-jin disciplines that require a Yin or Yang roll or expenditure (but not Hun or
P’o), as well as most non-social rituals. This does affect the Kuei-jin who
initiated the power.
• Thaumaturgy, Necromancy, Koldunism, and other Blood Magic
• Spheres of Entropy, Forces, Life, Spirit, and Prime (including conjunctional
effects using those spheres) have their difficulties raised by 2, but can still be
attempted. Quintessence cannot be spent to power effects or reduce their
difficulty.
• Spirit charms
• Anything else the ST feels would involve chi manipulation of one sort or another,
whether or not the person using the power sees it that way.

Tapestry 4:
If the Kuei-jin is familiar with the area and has previously located a dragon line, he does
not have to make the roll to locate dragon lines each time he tries to use the power in that
area.

Tapestry 5:
The roll for wraiths to avoid being hurled into the depths of the Yin world is Stamina + 5.

Yang Prana 1:
The +3 Dice bonus on initiative becomes a +3 bonus to initiative rating.

Yang Prana 3:
In 2nd edition rules, this power allowed the vampire to add extra successes to hit to the
damage roll. Since this is the default rule in 3rd edition, the power simply allows you to
add the extra successes a second time, effectively doubling them (after and
dodge/parry/block successes are subtracted). For example, Sum Gai uses Dragon Dance
and rolls 4 successes to hit Yu So Dum. Yu So Dum is unsuccessful in dodging.
Normally, Sum Gai would add 3 extra damage dice for the extra successes to hit.
Instead, he adds 6 extra damage dice, for using Dragon Dance.

Black Wind:

Because a Kuei-jin could spend 1 demon chi to gain an extra action/success/etc, having
level 1 Black Wind is essentially useless. It gives no added benefit and a lot of added
risk (the possibility of entering fire soul, etc). Therefore, Black Wind allows for a
number of extra actions/dice/points equal to the level of black wind +1. This may seem
to make it more powerful than celerity. However, celerity uses blood points, and even
the least powerful vampire has a much larger blood pool than any typical Kuei-jin has
demon chi. Also, celerity can be used for any type of action, whereas the nature of the
P’o demands that the use of Black Wind be appropriate (you could not use black wind to
play a guitar incredibly fast, for example).

Demon Shintai: Demon Armor


Demon armor adds +1 die to soak, and allows the Kuei-jin to soak aggravated damage
(similar to the way Garou can soak aggravated damage while in Crinos)

Jade Shintai 1:
This power is considered active unless the Kuei-jin intentionally attempts to stop it.

Chi’iu Muh (General):


Chi’iu Muh affects the soul, rather than the mind. As such, it is defended against with the
Spirit sphere rather than the Mind sphere. Also, the user does NOT have to be in Demon
Shintai form in order to use the P’o versions of this discipline.

Chi’iu Muh 5:
This power can work on spirits and disembodied souls as well as those currently residing
in a physical form.

Obligation 1:
2 successes will give you the human name and celestial name of a demon (from Demon:
The Fallen). Obligation 1 with a large number of successes and/or used repeatedly in
different situations over a period of time can theoretically give at least parts of a Demon’s
True Name, but it is a matter for ST discretion and not mechanics.

Soul Flaying:
As per the sidebar on pg 119, the target can either lose Humanity/Hun or gain a
permanent Derangement after all temporary willpower is gone. If in a crossover
situation, the target in question does not use Humanity/Hun, he automatically gains the
permanent derangement.

XP/Equipment Requests

Send to koe@midnightmemory.com

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