Wu-Zao

coming soon

Wu-Zao

Also Known as: orphans, scholars, thieves, Barbarians

coming soon


Wu-Zao Character Creation

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Sect: Thief or Scholar (determines Valeren abilities)
Generation: 10th (usually; Storyteller may ask for Background: Generation 3)
Attributes: 7/5/3
Abilities: 13/9/5
Disciplines: 3 dots (Auspex, Valeren and Fortitude)
Background: 5 dots
Virtues: 7
Humanity: Conscience + Self-Control
Willpower: Courage
Bloodpool: 13 (with 10th Generation)

Freebie Cost


Attributes: 5 per dot
Abilities: 2 per dot
Disciplines: 7 per dot
Background: 1 per dot
Virtues: 2 per dot
Humanity: 1 per dot
Willpower: 2 per dot

Experience Cost


Attributes: Rating x4
Abilities: Rating x2 (3 for new)
Disciplines: Rating x5 (non-sect Valeren is level Rating x6)
Non-clan Disciplines: Rating x7 (7 for new)
Virtues: Rating x2
Humanity: Rating x2
Willpower: Ratings x2
Change sect: 15


Changing Sect

Traditionally, where there is a Scholar member of Wu-Zao, a Thief is probably hiding nearby. Additionally, those embraced by Thieves often become Thieves (and the same with Scholars), so very often, a Wu-Zao pair will be embraced at the same time (or one will remain in training until a suitable partner can be found). Of course, there can always been lone Orphans of either sect.

Once a sect is chosen however, it need not be for the rest of eternity. Scholars may find an ich for adventure and Thieves may want to settle down and study what they have stolen over the years. When one member of a Wu-Zao pair wishes to change sects, she must first get the permission of her partner, then find a replacement for her half of the sect. Lone Orphans must seek out an existing Wu-Zao pair and ask their permission (regardless of whether they have met previously) to change sect. Then the Rite of New Calling begins.

Rite of New Calling

Coming Soon.


Valeren variants

When the wise Zao-lot visited the East and learned of enlightenment from masters of the Soul Discipline known as Chi'iu Muh (Dragon Tears), he came to possess a powerful new art, unknown to Wan Kuei and Cainites alike. His first and greatest pupils, Zao-zei the thief and Zao-xue the scholar, attempted to learn from him as best they could, adapting the powers of Valeren to their unique purposes. After Zao-lot was unjustly driven from the Middle-Kingdom, the children of Zao-zei continued to learn he theives' way, and the children of Zao-xue continued to learn the scholars' way, with the members of both sects working in tandem. It is possible for members of one sect to learn the ways of the other, but the experince cost is the power's level x6 rather then x5. The cost for Valeren or Obeah users who are not members of Wu-Zao is much greater. Aside from the increased experience cost, they must first become Blood Bound to the Orphan teaching them, and the Orphan must have a higher level of the discipline than they possess. Although these powers can be almost as formitable as the powers of Chi'iu Muh, many Kuei-Jin politely look the other way because members of Wu-Zao are notoriously quick to punish those who abuse Zao-lot's gifts with evil intentions.

NOTE: These variants were created for this site (based on Valeren, Obeah, Chi'iu Muh and the Dark Ages Salubri practice of Blooding), to use more cannonical versions of Wu-Zao powers, give scholars Obeah and thieves the modern version of Valeren.

Thief Valeren

Level 1 - Sense Vitality: Enables the user to sense vital information about another being with nothing more than a touch.
System: Role Perception + Empathy (difficulty 7), number of successes determine ammount of information gathered:
1 = mortal, vampire or other (depending on users occult knowledge)
2 = how many health levels are left, how many are used up
3 = how much usable bloodpool (or equivelent depending on occult knowledge) is in the victim's system
4 = reveals diseases, hereditary or congenital

Level 2 - Anesthetic Touch: - THIRD EYE APPEARS - This can allow another undead (or Yin apected) creature to ignore their wound penalties for a time, or can be used to put Mortals to sleep. Characters with strong Yang, such as Hengeyokai or Hsien become groggy and disoriented.
System: Spend one Blood Point, role Willpower (difficulty 6), number of successes determine time the power is in effect. To ignore wound penalties the successes equal turns, for mortals the successes equal hours of peaceful sleep, and for Yang creatures teh successes equal turns spent disoriented. This power cannot be used on the user.

Level 3 - Transfer Pain: With a touch, health-levels can be taken or given using this power.
System: Spend one Blood Point per health-level to be transfered. While touching another being, the Orphan can either take any health penalties away from the patient (giving themselves the same wound penalties for the duration of the scene), or give any health penalties they have to a victim (the Orphan heals each point and the victim takes the penalties for each point for the rest of the scene, but not the actual damage). For aggravated damage two Blood Points must be spent, and the damage is tranfered by converted to Lethal and must be healed normally.

Level 4 - Sword of Zao-zei: By coating a bladed weapon with their own blood, an Orphan can create a weapon strong enough to give Shen pause.
System: By running his hand along the blade and coating it with his own blood (taking one health level of damage), the Orphan can make the blade glow with a golden light. The light can help guide a sneaking thief, or distract an opponent (difficulty to attack the Orphan increases by one). The blade also causes two dice of aggravated damage (on top of the normal Strength roll). This power lasts for one scene.

Level 5 - Barbarian's Vengeance: The Orphan's third eye guides his attacks, allowing them to land with deadly accuracy.
System: By spending three blood points while shutting his two normal eyes and opening his third eye wide, the third eye glows with a baleful reddness allowing all single brawl or melee attacks (only one move per turn, and that is the attack). If using advanced combat system, all die that would have counted toward Dexterity + Brawl or Dexterity + Melee may be considered successes and added to damage pool. This power lasts one scene.

Level 6 - Joining of Souls: The feared power of "soul-stealing" (similar to Obeah Level 5 of Chi'iu Muh Level 4) is not lost among the Wu-Zao. This terrifying ability can be used to mend the spirits of others, or as a spiritual diablerie in an area where there are few (if any) other Cainites do drink from. It is this power that causes the most concern for Kuei-Jin who claim that it is why the Wu-Zao remain at such a low generation, the Wu-Zao themselves claim to only use the more perminent aspects of this power against Akuma.
System: While the Orphan looks into the eyes of the target, the third eye stares into the targets soul. A blood Point and a temporary Willpower Point are spent, in most cases, to draw the soul in. The duel souls of the Kuei-Jin require two temporary Willpower Points. Once the soul is being drawn into the eye of the Orphan, a contested Willpower roll must be made (each character rolls against the difficulty of the other's permanent Willpower). If the Orphan gains more successes, the soul becomes trapped within the eye, if the Orphan botches, he is left in a catatonic state for the number of minutes equal to the target's permanent Willpower. If the target wins, nothing happens, if the target botches or fails, he is drawn into the eye regardless.
Without a soul, the target's body remains alive and only with the most basic automatic functions (breathing and pulse if applicable), other functions (eating, sleeping, etc.) will not be taken without being commanded to do so. The body remains under the command of the Soul-Taker as long as it lives without its own soul, others can attempt to command it by making a Willpower roll (difficulty 8) for each command given. (more on soulless bodies bellow)
Once the target's soul is in the Orphan's eye, the soul is more or less at the mercy of the Soul-Taker. During meditation (or sleep) the Orphan and the target will be able to meet and talk with each other on an astral level in the eye's mind. Combat in this state is pointless, as the laws of the universe bend to the Orphan's will. The Orphan can, with 6 hours of uninteruped meditation (and by spending a permanent Willpower point), raise the Humanity level, Hun Level, (or equivalent), or lower the P'o level (or equivalent). Each permanent point spent can affect the target by one perminent point (this cannot be used to lower Humanity or Hun, or to raise P'o). During this process the Orphan and target often spend time in conversation, mock combat or mock-quests within the eye's mind.
The darker power of the eye, the ability to eat the spirit of another, takes much less time, but has a greater cost. Two permanent Willpower points for most creatures, and four permanent Willpower points for duel-souled creatures are required for spirit-eating. Once these points are spent, the real contest begins. The Orphan and Target must each roll their temporary Willpower (difficulty 9) in an extended roll. The Orphan needs 4 successes to "eat" the soul, but if the target can earn 6 successes he may escape and re-enter his own body. Brave targets can continue the battle, because if they can earn 8 successes before the Orphan earns 4, the situations become reversed. The Orphan now becomes trapped within the eye and the "target" now rules the body of the Orphan (the target can then re-enter his own body by spending a temporary Willpower point whenever he choses, leaving the Orphan in torpor).
An eaten soul provides the Orphan with the knowledge (but not supernatural powers) of the victim, but well and if the target was a vampire (Kin-Jin or Kuei-Jin) a lowered generation as well (one level lower). This also carries the same tale-tale marks of diablerie.

Higher Levels: higher levels function identically to the higher levels of Obeah (Safe Passage, Purification, and Unbind the Flesh-Clad Spirit), although some resourceful members of the Wu-Zao use these levels to mimic the Chi'iu Muh powers of Purification (Hun or P'o methods) and Soul Exchange

Scholar Valeren

Level 1 - Sense Vitality: Enables the user to sense vital information about another being with nothing more than a touch.
System: Role Perception + Empathy (difficulty 7), number of successes determine ammount of information gathered:
1 = mortal, vampire or other (depending on user's occult knowledge)
2 = how many health levels are left, how many are used up
3 = how much usable bloodpool (or equivelent depending on occult knowledge) is in the victim's system
4 = reveals diseases, hereditary or congenital

Level 2 - Anesthetic Touch: - THIRD EYE APPEARS - This can allow another undead (or Yin apected) creature to ignore their wound penalties for a time, or can be used to put Mortals to sleep. Characters with strong Yang, such as Hengeyokai or Hsien become groggy and disoriented.
System: Spend one Blood Point, role Willpower (difficulty 6), number of successes determine time the power is in effect. To ignore wound penalties the successes equal turns, for mortals the successes equal hours of peaceful sleep, and for Yang creatures teh successes equal turns spent disoriented. This power cannot be used on the user.

Level 3 - Peacemaker: Using this the Orphan can spread an aura of calm over an area, encouraging negotiations and discouraging violence.
System: Spend two Willpower Points and lasts for as many scenes as the Orphan has available temporary Willpower after the cost is spent. In a small chamber, this power can make mortal enemies talk over their concerns without arguing, violence is impossible without extreme provocation (costs a Willpower Point to take a violent act). In a large chamber loud disagreements are still possible, but violence is difficult to initiate (Willpower roll difficulty 8). In a larger area (up to a mile in diameter) a general feeling of goodwill exists, but it can be shattered easily.

Level 4 - Calm of Zao-xue: This ability enables the Orphan to help another suffering from derangements, rage, Frenzy or R�tschreck, as well as Wave, Fire and Shadow Soul.
System: By spending two Blood Points while singing, talking calming or playing an instrument for the affected individual, and rolling Intelligence + Empathy (difficulty 8), the Orphan can begin to sooth the savage beast. The number of success subtracted from 6 determines how many turns it takes to work (each turn must be spent talking, singing, etc. to the madman). Victims of Frenzy, Rage or similar temporary situations are perminently calmed (until the next time anyway), victims of derangements are calmed for the duration of the scene. Shadow Soal requires the expendiature of an additional two Willpower points to combat. This power cannot be used on the user.

Level 5 - Watching the Echos: Allows the Orphan to learn some of what the recently departed knew by gleaning it from the area where the person died.
System: This power must be used within a week of death and in the area where the death occured. By spending a Willpower Point and rolling Perception + Empathy (difficulty 7) while shutting his two normal eyes and opening his third eye wide, the third eye glows with a warm golden light allowing the Orphan to learn facts the dead person knew (including how they died, where a particular item is, a secret kept before death, etc.). Each success allows one question to be answered (although the answers of the dead are sometimes vague). Botches could summon maleficent spirits.

Level 6 - Joining of Souls: The feared power of "soul-stealing" (similar to Obeah Level 5 of Chi'iu Muh Level 4) is not lost among the Wu-Zao. This terrifying ability can be used to mend the spirits of others, or as a spiritual diablerie in an area where there are few (if any) other Cainites do drink from. It is this power that causes the most concern for Kuei-Jin who claim that it is why the Wu-Zao remain at such a low generation, the Wu-Zao themselves claim to only use the more perminent aspects of this power against Akuma.
System: While the Orphan looks into the eyes of the target, the third eye stares into the targets soul. A blood Point and a temporary Willpower Point are spent, in most cases, to draw the soul in. The duel souls of the Kuei-Jin require two temporary Willpower Points. Once the soul is being drawn into the eye of the Orphan, a contested Willpower roll must be made (each character rolls against the difficulty of the other's permanent Willpower). If the Orphan gains more successes, the soul becomes trapped within the eye, if the Orphan botches, he is left in a catatonic state for the number of minutes equal to the target's permanent Willpower. If the target wins, nothing happens, if the target botches or fails, he is drawn into the eye regardless.
Without a soul, the target's body remains alive and only with the most basic automatic functions (breathing and pulse if applicable), other functions (eating, sleeping, etc.) will not be taken without being commanded to do so. The body remains under the command of the Soul-Taker as long as it lives without its own soul, others can attempt to command it by making a Willpower roll (difficulty 8) for each command given. (more on soulless bodies bellow)
Once the target's soul is in the Orphan's eye, the soul is more or less at the mercy of the Soul-Taker. During meditation (or sleep) the Orphan and the target will be able to meet and talk with each other on an astral level in the eye's mind. Combat in this state is pointless, as the laws of the universe bend to the Orphan's will. The Orphan can, with 6 hours of uninteruped meditation (and by spending a permanent Willpower point), raise the Humanity level, Hun Level, (or equivalent), or lower the P'o level (or equivalent). Each permanent point spent can affect the target by one perminent point (this cannot be used to lower Humanity or Hun, or to raise P'o). During this process the Orphan and target often spend time in conversation, mock combat or mock-quests within the eye's mind.
The darker power of the eye, the ability to eat the spirit of another, takes much less time, but has a greater cost. Two permanent Willpower points for most creatures, and four permanent Willpower points for duel-souled creatures are required for spirit-eating. Once these points are spent, the real contest begins. The Orphan and Target must each roll their temporary Willpower (difficulty 9) in an extended roll. The Orphan needs 4 successes to "eat" the soul, but if the target can earn 6 successes he may escape and re-enter his own body. Brave targets can continue the battle, because if they can earn 8 successes before the Orphan earns 4, the situations become reversed. The Orphan now becomes trapped within the eye and the "target" now rules the body of the Orphan (the target can then re-enter his own body by spending a temporary Willpower point whenever he choses, leaving the Orphan in torpor).
An eaten soul provides the Orphan with the knowledge (but not supernatural powers) of the victim, but well and if the target was a vampire (Kin-Jin or Kuei-Jin) a lowered generation as well (one level lower). This also carries the same tale-tale marks of diablerie.

Higher Levels: higher levels function identically to the higher levels of Obeah (Safe Passage, Purification, and Unbind the Flesh-Clad Spirit), although some resourceful members of the Wu-Zao use these levels to mimic the Chi'iu Muh powers of Purification (Hun or P'o methods) and Soul Exchange


Meta-Valeren variants

After years of interacting with, working alongisde and fighting against the Kuei-Jin practitioners of Chi'iu Muh, members of the Wu-Zao have learned to mimic some of their powers, in particular Level 3 Chi Sight (as it pertains to Ghostsight and Lifesight) and Level 3 Dragon Ward. They also retain some knowledge passed on from Zao-lot that may or may not be lost in the West (conversely, any new knowledge delivered by Zao-lot or discovered by his Western followers would be unknown to the Wu-Xao). For a member of the Wu-Zao to learn these abilities she must first tutor under another Orphan more advanced in the disciplines than she is. Each power costs 10 experience points. These powers are exclusive to the Wu-Zao, although they could be learned by other practitioners of Obeah or Valeren, but again, they must find a mentor. The cost for those who are not Wu-Zao is 15 experience points.

NOTE: Again, these variants were created for this site.

Peering Across the Wall

Auspex Level 2, Valeren Level 2
With this ability, the Orphan can look across the Wall into the Mirror Lands. By spending a Willpower point and making rolling Perception + Occult (difficulty the local Wall strength), images of both Yin and Yang worlds can be seen overlapping with the physical world. By spending another Willpower point, the Orphan can specifiy which part of the Mirror Land's she wishes to view (the Penumbra, the Near Dreaming, the Shadowlands, etc.). Once the land is chosen, the Orphan can view, and be viewed by, that spirit world. Communication is also possible, but not physical contact.

Zao-lot's Protection

Fortitude Level 1, Valeren Level 4
As the Orphan closes her two natural eyes (while spending a Willpower Point), a soft blue light emenates from the open third eye (which she can still see out of). If she remains still and non-combative, no one may approach or attack within 20 feet without earning three successes on a Willpower roll (difficulty 9). If the Orphan is moving (no more than half-running speed), but remains non-aggressive or combative, the protective field shrinks to 10 feet.

Blood Tracking

Auspex Level 1, Valeren Level 2
When tracking bleeding prey, the Orphan can use the discarded blood to learn more about the prey. The Orphan must taste the blood and roll Perception + Survival (difficult 6), one success provides the direction the prey is headed (for one scene), each additional success provides even better direction (one scene's worth of travel per success) or information about the prey (one random piece of useful information per success, like generation, clan, occupation, age, or whether or not they are a diablerist or Akuma). Botches inflict any derangements or weaknesses the prey has on the Orphan for the remainder of the scene (usually to a lesser extent than that of the prey).


1,001 Uses for a Soulless Body

After a soul has joined with the Orphan's third eye, the body remains functional. Living bodies continue to use autonomic functions, and undead bodies (such as those of vampires) remain as viable as before (i.e. they do not rot). This preservation obviously does not apply to the bodies of the Yulan-Jin, Risen or similar possessing spirits.

Other functions, such as eating, sleeping, drinking, defecating, imbibing blood, walking, avoiding harm or anything else, will not be done without a specific command to do so by the Soul-Taker (again, others can command the body with a Willpower roll, difficulty 8).

Any physical knowledge the body possessed, such as dancing, building, fighting, etc., can still be preformed if commanded to do so, but these efforts will have no real skill behind them, they will merely be poor recordings of the physical memory of actions taken by the body when a soul was present. This means that whie the empty shell of a Shaolin monk can preform a complicated martial arts move, it could not realistically use that ability to fight another martial artist since the shell could not react or improvise. Commands like "grab the intruder" or "block the passage way" are still effective, but again, these actions are done at an almost leisurely pace and with no real thought behind them.

Unlike the Chi'iu Muh power of Spirit-Eating, the body does not expire after the soule has been ingested. The body exists for as long as it would naturally if properly up-kept (which means a vamire's former body would be useful indeed). Without a connection to a true soul, the body can be a very inviting place for spirits, lost souls or even Yulan-Jin (who would come upon the body unintentionally). By investing the body with a permanent Willpower point, the Orphan can protect the body from harm (any attempts to invade the body alert the Orphan, who can then attempt to deal with the spirit who would be attempting possession in the usual way spirits attempt to posses living bodies). Possessing one point of Willpower also helps the body react, albietly awkwardly, when told to do so (this means the body can now fight another in combat, although its effective brawl rating cannot exceed 2 even if it may possess the skills to do more amazing feats).

Many members of the Wu-Zao keep the bodies of fallen foes (usually Akuma) as trophies or servants, but this practice unnerves many Kuei-Jin. Some Kuei-Jin, encountering an empty shell, will view the Orphan as an Akuma, and treat them accordingly.


Extinct Asian Cainites

Anda

Also Known as: Tartar (called that by European vampires), Mongols, Nomads, Barbarians

coming soon


Other Cainites in Asia (aka Kin-Jin)

Members of most (if not all) Western clans have visited the Middle-Kingdom over the centuries, but some have made a slightly larger impression then others.

Ravnos

Followers of Set

Tremere


Return to the Kindred of the East page.


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