(Out of Character (OOC):
Chronicle: Mage 2: The Dethroned Queen
Venue: Mage: The Awakening
Chronicle Storyteller: Jerad Sayler))
So Alanna is playing Ikiyouyou again, bringing the Shadowfang and our mage characters together in Los Angeles. However, there still are no real rules for A Dog-Demon, so this was the best option when she was last played in 2009. Welcome back, no more retirement for Iky and since its been so long and we missed this character, here are some better rules for Youkai using the nWoD v1.0 Changing Breeds ruleset.
Youkai (Variant on Changing Breeds)
What are Youkai? (http://en.touhouwiki.net/wiki/Youkai)
Youki = Feral Heart = youkai energy/power
Youki and Essence Use
Youki
|
Attribute/Skill Max
|
Max Essence/per Turn
|
Social Penalty*
|
Essence Bleed
|
1
|
5
|
10/1
|
0/-1
|
-
|
2
|
5
|
11/1
|
-1
|
-
|
3
|
6
|
12/1
|
-1/-2
|
-
|
4
|
6
|
13/2
|
-2
|
-
|
5
|
7
|
14/2
|
-2/-3
|
-
|
6
|
7
|
15/3
|
-3
|
1/day
|
7
|
8
|
20/5
|
-3/-4
|
1/12 hours
|
8
|
8
|
30/7
|
-4
|
1/10 hours
|
9
|
9
|
50/10
|
-4/-5
|
1/8 hours
|
10
|
10
|
100/15
|
-5
|
1/4 hours
|
* Second number is for predatory breeds.
· Youkai Aura:
Description:
Makes enemies either focus on you as a threat to eliminate, or flee if they are weak. A youkai can turn this on when desired, but to turn off requires an appropriate roll - roll a number of dice equal to Humanity level. At Youki 3+, each level adds a +1 to supernatural perception of other youkai-like creatures to detect the general presence of the player (not location), regardless of whether the aura is on or not. Spirits get a +1 every other level of Youki 3+ due to the distant relationship to youkai.
The aura also gives bonus to intimidate rolls - when aura is on, the player seems more threatening, more predatory - each level adds + 1 to intimidation rolls, if the aura is on.
Further, a youkai can voluntarily intensify their predatory aura and direct it against opponents to elicit a reaction. Against other Youkai, this escalates the encounter, forcing fight or flight instincts. Lashing out with the aura takes an instant action, against Youkai costs a point of Willpower; it’s free to bring against a mortal creatures.
The Demonic Aura: This represents the raw, uncontrolled youkai instinct to destroy. Its every instinct is to rip asunder. The demonic aura inspires a witness to fight or flee. It evokes the most primitive survival instincts in its victims, and causes the Bestial Condition.
The Challenging Aura: This is the Youkai-As-Alpha. It needs to come out on top, to command, to control. It inspires power plays and dominance games. It evokes the need for a rigid hierarchy and causes the Competitive Condition.
Mechanics:
Turn on: reflexive
Turn off: Roll Humanity
Bonus to intimidate rolls: + 1 per Youki level to intimidation rolls
Disadvantage: +1 per Youki level 3+ to supernatural percention rolls of youkai-like creatures to detect general presence of player; +1 every other level 3+ for Spirits to get the same roll
Lashing Out: Youki + Power Attribute
Demonic Aura: Youki + Strength
Challenging Aura: Youki + Presence
Youkai Aura Modifiers
On your territory: +3
Hungry: +1
Starving: +2
· Youkai Aura:
Description:
Makes enemies either focus on you as a threat to eliminate, or flee if they are weak. A youkai can turn this on when desired, but to turn off requires an appropriate roll - roll a number of dice equal to Humanity level. At Youki 3+, each level adds a +1 to supernatural perception of other youkai-like creatures to detect the general presence of the player (not location), regardless of whether the aura is on or not. Spirits get a +1 every other level of Youki 3+ due to the distant relationship to youkai.
The aura also gives bonus to intimidate rolls - when aura is on, the player seems more threatening, more predatory - each level adds + 1 to intimidation rolls, if the aura is on.
Further, a youkai can voluntarily intensify their predatory aura and direct it against opponents to elicit a reaction. Against other Youkai, this escalates the encounter, forcing fight or flight instincts. Lashing out with the aura takes an instant action, against Youkai costs a point of Willpower; it’s free to bring against a mortal creatures.
The Demonic Aura: This represents the raw, uncontrolled youkai instinct to destroy. Its every instinct is to rip asunder. The demonic aura inspires a witness to fight or flee. It evokes the most primitive survival instincts in its victims, and causes the Bestial Condition.
The Challenging Aura: This is the Youkai-As-Alpha. It needs to come out on top, to command, to control. It inspires power plays and dominance games. It evokes the need for a rigid hierarchy and causes the Competitive Condition.
Mechanics:
Turn on: reflexive
Turn off: Roll Humanity
Bonus to intimidate rolls: + 1 per Youki level to intimidation rolls
Disadvantage: +1 per Youki level 3+ to supernatural percention rolls of youkai-like creatures to detect general presence of player; +1 every other level 3+ for Spirits to get the same roll
Lashing Out: Youki + Power Attribute
Demonic Aura: Youki + Strength
Challenging Aura: Youki + Presence
Youkai Aura Modifiers
On your territory: +3
Hungry: +1
Starving: +2
The defender has two choices: fight or flight.
Fight: This represents a counter-challenge. One aura flares and
the response is to meet with equal aggression. If the defender’s Youki is less
than the aggressor’s, he must spend a point of Willpower to fight.
Roll an appropriate Power Attribute + Youki to contest. This does
not have to be the same aspect of the Aura. If the aggressor scores more successes, the
victim gains the Condition associated with the aggressor’s Aura. As well, the
aggressor gains +2 on any rolls to pursue her aspect’s interests for the
remainder of the scene.
If the opposition scores more successes, they turn the
confrontation on the aggressor. The aggressor gains the Condition associated
with his opposition’s aura, and the opposition gains +2 in any rolls to pursue
the aura’s compulsions for the remainder of the scene.
Mortals can fight the aura, but they cannot turn a Condition on
the youkai. They do gain the +2 bonus to attack, flee, or otherwise neutralize
the risk.
Flight: This represents a stark withdrawal. It costs nothing, and
allows for a reasonable out from the challenge. This usually means a convenient
escape or excuse to pull away. The aggressor may pursue. The victim gains the
Condition associated with the youkai’s aspect of the aura.
Conditions
Bestial
Your character acts on primal, physical impulses. Frightening
things make him run. He meets aggressive threats with violence and anger. Take
-2 to all rolls to resist frenzy or physical impulse. As well, take -2 to
Defense due to impulsive action. Any rolls to compel your character to
impulsive, aggressive action or escape achieve exceptional success on three
successes instead of five.
Possible Sources: A monstrous predatory aura conflict
Resolution: Cause damage in someone’s last three health boxes
Beat: n/a
Competitive
Your character must assert dominance and superiority. Either she
gives it her all, or she falters. Any time she’s in direct competition with
another character, she suffers -2 on any rolls where she doesn’t spend
Willpower. This includes contested and extended rolls. As well, any rolls to
tempt or coerce her into competition achieve exceptional success on three
successes instead of five.
Possible Sources: A challenging predatory aura conflict
Resolution: Win or lose a competition where someone reaches a
breaking point
Beat: n/a
Others and the Youkai Aura
Other denizens of the World of Darkness may have similar auras.
Other creatures in the World of Darkness may exhibit predatory auras, with
Storyteller discretion. The rules work the same way: lashing out, choosing
fight or flight, and applying Conditions.
Appearance
A Youkai Aura, to those that can see it, appears as a strange form
of heavy mist, smoke, or miasma that wafts from the Youkai. Sometimes settling near the floor, like smoke
from a fire, sometimes filling a whole room like a fog, the exact
characteristics of the Aura varies depending on the type of Youkai. An Aura can permeate an entire area, helping
to keep intruders out and mark territory, getting stronger as the distance to
its source decreases.
A Youkai’s Aura is invisible to normal humans, but they can sure
feel the effects of it. A certain stench
may accompany some Youkai’s aura, especially those typically associated with
evil.
With the right perception or sights, other supernatural creatures,
whether they be vampires, werewolves, mages, hunters, etc, will be able to see
the Aura. Mages need active Spirit or
Prime sights to see the Aura. Unless the
Youkai has an association with Death, Death sights will not perceive the Aura.
· True Form:
Description:
All youkai have a true form - in this case, a dog. Only powerful or skilled youkai can hide
their true form by assuming another form, such as a human – think of the
legends of kitsune or tanuki. True form
size increases as the youkai gains in power, with every Youki level. The player can transform to a normal dog size
if desired (size 4).
Mechanics:
The default (true form) size increases every Youki level as:
(Normal dog is + 8 to speed)
Level 1: size 6, Str +1, Dex + 2, Sta + 2, Health + 3, Speed
+ 10, Bite + 3L, Claws +0, Jump + 1
Level 2: size 7, Str +2, Dex + 2, Sta + 3, Health + 5, Speed
+ 11, Bite + 3L, Claws +1, Jump + 2
Level 3: size 8, Str +3, Dex + 3, Sta + 4, Health + 7, Speed
+ 12, Bite + 4L, Claws +1, Jump + 3
Level 4: size 9, Str +4, Dex + 3, Sta + 5, Health + 9, Speed
+ 13, Bite + 4L, Claws +2, Jump + 4
Level 5: size 10, Str +5, Dex + 4, Sta + 6, Health + 11,
Speed + 14, Bite + 5L, Claws +2, Jump + 5
Level 6: size 11, Str +6, Dex + 4, Sta + 7, Health + 13,
Speed + 15, Bite + 5L, Claws +3, Jump + 6
Etc.
Other than in normal dog size, when transformed, Youkai aura
automatically manifests. Youkai aura can
be hidden with willpower expenditure while in true form.
Player can transform from true form to normal dog size by
taking a turn and rolling. Once true
form size, youkai instincts are stronger - a willpower must be spent to
reflexively transform back to human form.
Otherwise, transformation is free and must take a turn - cannot attack
during this turn, but does get defense and movement.
Speed, jumping distance, jaw strength, etc increase with
size, but only in true form.
· Demon Taint:
(Similar to Werewolf Lunacy)
Description:
Much like Lunacy, sensing the Youkai’s
energy stirs something deep down, ancestral fear of the wolf at the door. When
a person sees a youkai in True Form up close, or witnesses a youkai
shapeshifting or regenerating damage, she suffers a breaking point. The roll doesn’t
necessarily come immediately; it comes at the dramatically appropriate moment
when the witness would otherwise take a rational breath and come to her senses.
The witness’s roll takes a penalty from the
youkai’s Youki, and is further modified by the youkai’s form. True Form
inflicts a –2 penalty. A youkai’s prey is less likely to respond to the Demon
Taint than an average bystander. If the Youkai has caused lethal damage to the
witness, she gains a +1 bonus to the roll. If the victim is suffering a wound penalty,
add that penalty as well (instead of subtracting it). After all, wounded animals show alarming
clarity.
If the character succeeds in the breaking
point, she gains a Condition: Shadow Paranoia,
Shaken, or Spooked. She acts with a –2 penalty on all
actions for the scene, as the Demon Taint pushes at the back of her mind. She’s
likely to reinvent events in her mind in order to better understand what
happened, in keeping with her understanding of the world.
Other Supernatural creatures not used to
the Changing Breeds may only ever take one breaking point from witnessing its
power. When they Fail a breaking point because of this they may gain the conditions Cowed, Demoralized, Guilty and any of the above.
With exceptional success, the witness does
not gain a Condition or suffer a penalty to her actions. She also regains all her
spent Willpower, to redouble her efforts against the monster before her. She
remembers the scene with perfect clarity.
If the witness fails, she loses a dot of
Integrity, and also gains a Lunacy
Condition — Atavism, Awestruck, Delusion, Madness, or Reception, dependent on the circumstances. She will either flee
or panic, and after the events she will rationalize what she’s seen, building a story to fill in the blanks and keep her world
intact. If the Lunacy Condition persists for a number of days equal to the Youkai’s
Youki dots without resolution, it fades without offering a Beat.
On a dramatic failure, she becomes Youkai
Tainted.
When groups of witnesses work together,
they suffer lessened Demon Taint. When two characters are focused on the same task
together, each receives a +1 bonus to his breaking point rolls. When a small
group (usually around five or less) works together, they each receive +2. Large
groups (ten or fewer) gain +3. Any larger mob receives +4.
Youkai Tainted do not suffer Demon Taint,
nor do creatures that do not use Integrity. This includes vampires, spirits,
other Youkai, and stranger creatures besides.
Mechanics:
Roll: Resolve + Composure -2(True Form) – Lunacy Penalty
(table below) + Wound Penalties + 1(if lethal dmg) + Bonuses(prey, etc)
Youki Lunacy Penalty
1
0
2
0
3
0
4
-2
5
-2
6
-2
7
-2
8
-3
9
-4
10
-5
Success: -2 on all actions for scene
and 1 Condition:
SHADOW PARANOIA
Your character has been afflicted with a supernatural panic;
she is jumpy and on edge, afraid that every shadow might contain sharp teeth
and sudden death. She suffers a –2 penalty to all Perception rolls. Any failure
on a Perception roll becomes a dramatic failure as she thinks she sees an
attacker or threat out of the corner of her eye, and she will react with panic;
if she’s carrying a firearm she will likely start firing at shadows. Thinking
rationally is difficult in the face of such fear and she suffers a –2 penalty
on all Intelligence- and Wits based dice pools.
Possible Sources: Some
Gifts.
Resolution: The
character reaches a place of safety. The character achieves an exceptional
success on a Perception roll.
Beat: n/a
SHAKEN
Something has severely frightened your character. Any time
your character is taking an action where that fear might hinder her, you may
opt to fail the roll and resolve this Condition. This Condition can be imposed
by undergoing a breaking point roll.
Possible Sources: Facing
a breaking point.
Resolution: The
character gives into her fear and fails a roll as described above.
Beat: n/a
SPOOKED
Your character has seen something supernatural — not overt
enough to terrify her, but unmistakably otherworldly. How your character responds to this is up to
you, but it captivates her and dominates her focus.
Possible Sources: Facing
a breaking point, encountering the supernatural.
Resolution: This
Condition is resolved when your character’s fear and fascination causes her to
do something that hinders the group or complicates things (she goes off alone to
investigate a strange noise, stays up all night researching, runs away instead
of holding her ground, etc.).
Beat: n/a
Exceptional
Success: No Conditions; regain all Willpower
Failure: loses
a dot of Integrity, flees or panics, and also gains a Lunacy Condition:
ATAVISM
You suffer ancient, ancestral memories that rouse anger
and violent urges; the cause of these memories must be destroyed. When facing the source of the Atavism, your
character must make all-out attacks each turn (see
p. 168), or spend Willpower points to
avoid attacking. When in danger or heavy stress, she lashes out violently. She
must spend Willpower points to take nonviolent actions in response to threats
or stressors.
Possible Sources: Succumbing
to Lunacy.
Resolution: Your
character achieves an exceptional success against the source of her rage, or
the source of her rage achieves an exceptional success against her.
Alternatively, she can suffer a breaking point for harming an innocent person.
Beat: n/a
AWESTRUCK (PERSISTENT )
Your character sees before her a glorious and
terrifying figure, and something in her brain kicks her to kneel and grovel. She suffers a –2 penalty to attack rolls
against the source of the Condition. She also suffers a –3 penalty to contested
rolls against social actions from the source of the Condition, and a –3 penalty
to her Composure and Resolve against actions and powers that the source of the
Condition uses on her.
Possible Sources: Compulsion
from supernatural powers.
Resolution: The
source of the Condition leaves your character’s presence, or stops inflicting
Lunacy.
Beat: Your
character takes an action that serves the demands of the Condition’s source.
DELUSION
Your character cannot make sense of the world she
perceives, and because of this, she avoids that which would make her question.
When facing the supernatural, or something she suspects to be the source of
this Condition, she flees. If she cannot flee, she shuts down. Every action she
takes that is not fleeing requires a Willpower point.
Possible Sources: Succumbing
to Lunacy.
Resolution: Your
character reaffirms her sense of reality by expending Willpower and learning
something new, something deeply secret about the source of the Condition.
Beat: n/a
MADNESS (PERSISTENT )
Your character saw or did something that jarred her
loose from reality. This isn’t a mental illness born of brain chemistry — that,
at least, might be treatable. This madness is the product of supernatural
tampering or witnessing something that
humanity was never meant to comprehend. The Storyteller has a pool of dice
equal to 10 – (character’s Integrity). Once per chapter, the Storyteller can
apply those dice as a negative modifier to any Mental or Social roll made for
the character.
Possible Sources: Supernatural
visions, losing a dot of Integrity.
Resolution: Regain
a dot of Integrity, lose another
dot of Integrity, or achieve an
exceptional success on a breaking point.
Beat: The character fails a roll because of this Condition
RECEPTION
Your character has opened to the spirit/youkai world,
as result of her experience with Lunacy. She cannot resist possession by
ghosts, spirits, or youkai(see p.
190), and she bleeds Essence. Every
day, she generates Essence equal to her Resolve score. Spirits can consume the Essence
by touching her, but youkai must eat her flesh — gaining the Essence in
addition to the amount normally given by eating human meat. If she dramatically
fails an action, she may slip into the Hisil(Shadow
Realm) instead of suffering the normal
dramatic failure for the action.
Possible Sources: Succumbing
to Lunacy.
Resolution: Your
character experiences grave danger as result of her experience with the Hisil.
Beat: n/a
Dramatic Failure: Youkai Tainted
SPONTANEOUS YOUKAI-TAINTED:
Sometimes, just sometimes, Youkai Tainted
arise from the taint of Lunacy and the exposure to a Youkai’s Aura, not from
genetics. Any time a human suffers a dramatic failure on the Lunacy breaking
point roll, she becomes Youkai Tainted. This doesn’t take instantly. It occurs at
a seemingly random moon phase over the course of the next lunar month. As the change slowly overtakes her, she
becomes Youkai Tainted, with a Tell and other random defining traits of youkai.
She also becomes eligible to purchase certain Wolf-Blooded Merits. See Appendix
One for rules on
Wolf-Blooded
characters.
A Youkai Tainted
character is essentially in the first stages of permanent transformation into a
youkai. How long this transformation
takes is variable – several months is usually standard, giving the human
community enough time to realize something is very strange about the
character. Different cultures will react
in different ways, according to any myths or religion that might affect their
actions – could be anything from a shrug (meh, she’s always been weird) to
outright ostracizing or death.
A Youkai-Tainted
character doesn’t necessarily transform into the same Youkai that caused the
taint – in fact, more often than not, the transformation is affected by the
individual’s unique reaction to the Youkai’s Aura, the sighting of the Youkai,
her personality, and the surrounding circumstances. Unless the character’s will is particularly
strong, she almost never transforms into, say, the noble dog Youkai that caused
the Taint in the first place, although a corrupted version of a canine youkai
is possible.
A Youkai-Tainted is
essentially a bastardized Youkai, accepted by neither human-kind nor
Youkai-kind. This does not necessarily
mean that the Youkai-Tainted is weak – after the permanent transformation
occurs, if the new Youkai survives long enough (aka, doesn’t take her own life
and isn’t killed by anything else) her powers will start to grow over time.
A Youkai-Tainted can
be purified, but only during the initial stages of transformation. Once she transforms into a full Youkai, the
process cannot be reversed, and purification rituals will only cause harm or
death. Any given religion’s purification
rituals may be able to completely purify the Tainted. It is also possible to halt transformation
but not reverse it, resulting in a permanent, but not escalating, Taint. Subsequent purification is necessary to fully
reverse the Taint.
TELL
All Youkai Tainted bear the mark of the Youkai
in the form one or more Tells, a supernatural effect that marks them out from
normal humans. Youkai Tainted characters never fall victim to Lunacy.
A Youkai-Tainted character does not
necessarily have to exhibit Tells related to the Youkai that caused the
Taint.
Tells will always grow stronger and more
frequent until transformation is complete, unless transformation has been
halted in some manner.
Tell:
Spontaneous unnatural shadow
Spontaneous slitted eyes that come and go
Strange behavior
The beginnings of a Youkai Aura
A tail (think kitsune) or other strange
physical feature (fox feet)
· Youkai
Resilience:
Description:
Description:
While not immune
to attacks, powerful youkai have been known to stand up to attacks that would
otherwise cripple a human.
Mechanics:
With each Youki of
3+, ignore 1 health box of damage penalties (up to the 3) in any form.
This reflects the natural toughness of youkai.
· Spirit/Ghost
Perception:
Description:
Description:
Dogs are known to
have the ability to detect supernatural entities – ghosts and spirits.
Additionally, spirits are distantly related to youkai, enabling a limited
ability to interact with them.
Mechanics:
Roll: Wits +
Composure + Bonuses to smell ghosts
Roll: Wits +
Composure + Bonuses to see/smell/hear spirits. Spend a willpower to
temporarily physically interact with a single spirit (several turns).
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