‘Cuarren Fount Wars Unoen Heavin,
EHAPTER FOUR:
WAYS UNDER
HEAVEN
Heaven is like an egg, and the earth is like the
yolk of the egg.
—Chang Heng
‘Thetwilight of the Fourth Age is quite different from
the twilight of the Fifth. In the mortal sphere, technalogy
and culture are!Very different, and large-scale contact
with the West is centuries away. For the Wan Kuei, the
differences are ever greater. The Wall between worlds is
thinner, the grip of the Demon on a vampire is weaker,
and the. Wan Kuei are less.debased overall. All these
differences, mundane and supernatural, lead to some new
‘or modified game mechanics.
The Traits and systems in this chaprer finction
alongside those established in Kindred of the East and in
the basic Storyteller game syscem. The texcexplains when
these systems replace those in Kindred of the East.
New Trajts
Thesfellowing few Traits are important for charac
ters in the Fourth Age and reflect both supernatural and
social changes between the.cras. Some of the Abilities
have appeared in other World of Darkness products (such
as Vampire: The Dark Agesorthe Vampire Storytellers
Companion);but are repeated here because they are
indispensable to Blood & Silk.
New P’o Natures
A yampire's,P’o is alittle less dominant in the
Fourth.Age than in the Fifth, but it is also somewhat
more sophisticatedy This isa time of rich culture and
ticher'contuption, not the raging Armageddon of the
twilight of the Fifth” Age. As such, several new P’o
Natures arelavailable co.players of Blood & Silk. lf
they wish, Storytellers of modern Kindred of the East
RR aR aS op aig a a
tare throwbacks.
The Ancient
The Ancientilooks back aldiag the trail plowed by
the Wheel of Ages and believes thatin past Ages it
wouldn't have suffered the torments it did in Yomi and
the ones it continues to suffer after the Second Breath.
The Wan Kuci' swiser predecessors (af least before they
succumbed to pride) existed more harmoniously. The
Ancient P’o thinks the Hun ean never measure up and
wants it to simply surrender, s0'as to relieve the P’o from
its pain. When in shadow soul, your character shows
‘obsessive concern for everything old and contempt for
everything new.a4
Conditions for Takeover: The Ancient can force a
shadow soul roll whenever an innovation causes the Wan
Kuei pain or some other form of discomfort, Ie may also
force a roll whenever the Wan Kuei abuses old things.
Tre Bator
The Artist tore itself out of Yomi to accomplish a
single task, some vision of artistic creation that the Wan,
Kei harbored in life but was unable to undertake then.
Nothingelse matters tothe Arristbutthat work, Irberates
the Hun for succumbing to other concems, whether the
distraction is Dharmic progress or some momentary plea-
sure. When in shadow soul, your character devores all her
attention to the great work; she may sever annoying
commitments or simply ignore them.
Conditions for Takeover: The Artist attempts to
gain control whenever the Wan Kuei turns away from the
great work or whenever an opportunity to advance the
work in an important way presents itself,
The Eco
The Echo escaped from Yomi just like every other
‘Wan Kuei P’o, but unilike mostofthe others, it doesn’t feel.
worthy to have gained release denied to so many others.
Itretains a strong spiritual link to whichever hell used to
hol it, Is goal is wo break down the souls resistance and
Iureit hacketo Yorn, and its weapon isthe voicesofallwho
remain below. The Echo P’o has a mind of its own but
chooses not to|use its own voiée; whenever i speaks, it
draws on memories of words others said in Yomi or on
impressions of what others stll there now say: When in
shadow soul, the vampire focuses obsessively on the
suffering in Yomi and the unearned release he and other
Wan Kuel enjoy, in hopes of shaming, searing or depress-
ing himself and his peers ineo a rétun co Yorni
‘Conditions for Takeover: TheEchotriggersshadow
soul whenever the Wan Kuei is confronted with evi-
dence of lossand death — graveyards and cenotaphs are
bad places for these vaitipires.
Tue Evnvcn
The Eunuch’found confirmation in Yomi of the
age-old notion that all endeavor is futile. Everythiig it
might make ends up fodder for demons. Evén after its
escape, it retains’a sense of moral, intellectual and
spiritual impotence — despair" turned to the convic-
tion that it shouldnot create anything new. The Eunuch
Pro refuses to undertake any enterprise beyond: che
basics of survival, instead devoting itself to appropriat=
ing the work of others for its own ends.;When in
shadow soul, che Wan Kuci abandons’any. original
projects of her own and tries toskecome overseer,
director or steward of others’ efforts.
Conditions for Takeovers The Eunuch can force a
shadow soul whenever the Wan Kuei faces sityations thar
require him to lead others or when others are acutely,
dependent.on hist
Biooe & Sux
‘The Sace
“The Sage focuses on the aspect of unexpected truth in
Yomi. Ie wasn’t quite like whatthe vampire had ever been
taught: Nowshat it has returned, how canthe Po rusethe
dacripenite folic eT Re SalpeP'o teckienany doctrine
that seems more likely to account for the truths of its
‘experience, as ongas i's something the vampire will find
uncomfortable and difficult to follow. The P’ listens to
‘whispers carried up from Yomi about teachings no longer
known to living people or held only far away, in addition
to studying the various schools of thought the vampire
‘encounters in his travels. When in shadow soul, the Wan
Kuei temporarily abandons his Dharma and direction in
favor of some alternative that requires a dramatic change
in behavior
Conditions for Takeover: The Sageean force rll for
shadow soul when the Wan Kuei finds a weakness in his
Dharma — some restriction that works against personal
desites or goals.
Te Viraust
‘The Vitalise wants just one thing: renewed mortal
life, The vampire can't quite ger to.it, of course. Even)
extreme Yang imbalance orlly makes hersomething that’s:
merely lifelike in some regards, The VitalistP’o strives to
get as closeias itcan. Itimay seek after whatever life the
-vatnpire once had or aspire to greatness ot seek some new
social role, depending omits own preferences. When in
shadow soul, the vampire turns away from everything
‘connected to Wan Kuei society in aneffort oteenter the
mortal world.
Conditions for Takeover: The Vitalist reaches fot
control: when ithe vampire eonffonts’a situation that
reminds her ofher mortal life or that presentsher with the
‘opportunity to continue a mortal, goal she abandoned
after death,
Tae Warwon
‘The Warrior fought its way out of Yori and contin-
ues to survive by fighting. The lesson of the Second
Breath is that there's not enough to go around. Anyone
(and anything) who gets in the P'o's way, denying it the
thingsit needs and wants, brings it chat much closer to
aretumn to Yori. The Warrior P’o will allow nothing to
standin che way of the vampire’s continued to existence
inthe material world. When in shadow soul, the vamn-
pire fights)with everyone who seems threatening —
regardless of whether that threat is teal and present or
merely hypothetical
Conditions for Takeover: The Warrior can force a
roll for shadow soul when the Wan Kuei declines an
‘opportunity for violent conflict (which isn’t obviously
ound 9 failure) in favor of more peaceful means and
when he submits or cooperates with a rival.~
=
wer
(Caaerin Fount Wars Unoen Heaven,
New Srjus
AxcHery
‘Attacks beyond the range of human throwingrely on
the bow. Archery is the skillof maintaining andusing the
various styles of bow made in the Middle Kingdom during
the Fourth Age. Archery is used in combat just like
Firearms.
: Novice! You can shoot unmoving
targets, usually.
oe Practiced: You can take part in a mass
battle without bringing too much
embarrassment on yourself and can
suppott your family through hunting,
. Competent: You lead archer units in
eee Expert: You advise generals on the
effective use of archers.
Master: Observers expect you to
apotheosize and become the God of
Archers.
Possessed by: Soldiers, Hunters
Specialties: Target Practice, Horseback (see p. 123)
Mepjrarjon
e’s/possible to calm the inner storms thar disrupe
aiind and body and achieve a state of relaxed awareness
thar makes many unusual feats possible. Meditation
represents the various techniques taught in the Middle
Kingdom toward this end —keep in mind that very few
characters actually know ‘multiple techniques. Every
meditating character must use some technique (man+
Feaeggoge, etc).
‘The charaeter must make an Intelligence + Medita-
tion toll, diffienly 7, to eniter a meditative trance- Once
there, the character can attempt one of the following
actions each hour:
‘* Regain Willpower. Roll{ntelligence + Meditation,
Hidhcslers Baelfiocg crt ce poor Willbbper
& Solve an dnigind, plese cogetherclites co dmayiterye
for evaluate some other mental challenge. Roll Percep-
tion + Medication, difficulty 9. Each success lowers the
difficulty ofthe character's next Investigation or Enig-
mas roll by 1
* Overcome wound penalties) Roll Stamina +
Meditation, with a difficulty of 2 + the character's
current number of health levels of damage: Each sue-
«ess lers the character ignore one level of wound pen-
alty forthe rest of the night, A character who gets three
successes, for instance, can ignore any penalty of -3.or
less; and a -4 penalty acts like a -I penalty. If the
character becomes Incapacitated, these benefits no
longer apply. A character can attempt this use of
mediation only onee per night.
Gather strength against the P’o. Roll Wits + Medi
tation, difficulty of 1O-Hun. Each successaddsone to the
character's dice pool for his next effort to resist fire or
shadow soul. A character€an try thisonly once per night,
and the benefit docs not carry over after sleep.
Any botch on one of these rolls brings the charaéter
‘out of his trance, and’he eannot reenter it forthe rest of
the night. Significant physical interference in the first
hhouralso breaksthe reance, buethe character canistart the
process again.
These rules supercede those on pp, 83-84 of Kindged
of the Bast.
. Novice: You've seen monks pray:
. Practiced: You know a handful’ of
‘common prayers and can recite some,
useful stories about how the ancients
mastered medication.
o Competent: You've learned from masters
of epicitial discipline. and enjoy a local
reputation for spiritual parity.
eee Expert: Scholars and potentates consult
youforinsightsintothe wisdom oftheages.
scene Master: Yes.
Possessed by: Monks, Jina, Teachers
Specialties: Riddles, Controlling the P’o
Phot
Operating a boat successfully takes rraining and
practice. Different sorts of boats require separate spe-
itlizations: rafts and canoes, small sailboats, ocean-
going vessels
. Novice: You don’t sink your ship very
often,
. Practiced: Youcan handle yourself safely
in mostconditions, and nobody feels che
need to abandon ship when you take the
wheel.
‘Competent: You know the limitsof your
vessel and yourself and deal with adverse,
conditions calmly
Expert: Patrons offer you large sums of
money tolead their maritime expeditions
Master: Tales of your prowess mingle
with accounts of sea gods
Possessed by: Sailors, Traders, Explorers
Specialties: Rough Seas, Vessel Types, Nighttime
Sailing
Rr
The poorest people walk. The richest people get
carried. Everyone else rides; if they wish (0-0 long
distances. This ability covers how to tend for one’s
horse as well a5 side it. Ride also serves asa cap on all
‘combat Abilities when engaged in mounted battle (see
p- 122 for more).