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Principio fundamental de la multiplicación

In document Probabilidad y Estadística (página 140-143)

Bloque 7 | Técnicas de Conteo

7.2 Principio fundamental de la multiplicación

This Shintai Discipline calls upon the power of a Kuei-jin's P'o to allow him to dominate, control or make use of the beasts of the field. At higher levels, Beast Shintai actually provides the character with a link to a sort of "totem spirit" that grants him special powers similar to those of other shen.

Chi Attunement: Strenght. Cower Before the Beast

By staring the into the an animal's eyes and releasing his P'o for the briefest of sounds, the Koei-jin is able to intimidate even a the fiercest animals, forcing them to calm or flee in fear.

System: The Koei-jin must make eye contact with the target

animal. The player must spend a point of Willpower and roll Manipulation + Intimidation (difficulty equal to the animal Willpower, which is usually 5 or less). Success indicates that the beast is filled with fear. Occasionally, this prompts fierce creatures to attack in blind panic, but it is more likely that the target will cower or run away at top speed.

Animal Spy

With this power, the Kuei-jin can "possess" an animal, forcing it to act as his spy for a brief time.

System: This power is similar to the Kin-jin Animalism

power, Subsume the Spirit (Vampire: The Masquerade, p. 148), but it only allows a Kuei-jin to force the animal to act as his spy. The Kuei-jin must stare into the animal's eyes for a turn while concentrating, spend a point of Willpower, and roll Manipulation + Animal Ken (difficulty 6). Success means that the Kuei-jin has temporarily linked his spirit with that of the animal. Although his body must remain unconscious and motionless during this time, he can force the animal to go where he wills and can use its senses. Thus, it makes an excellent spy, since few people would suspect an innocent songbird or cat of being an enemy agent.

This power requires that the animal have a relatively high- order brain; it will not work on insects, crustaceans, many types offish, and similar creatures. Mammals and birds have consistently proven to be the best subjects for Animal Spy.

Conjuring the Animal Kami

A Kuei-jin with this power has the ability to send out a call- not a vocal call, but a sort of mental compulsion - that summons to him a specific type of animal. The character may

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specify a desired species (tigers, birds-of-paradise, rhinos) or a more specific subject (Siberian tigers, alpha-male wolves). The animals summoned only come if they are within a two- mile radius of the Kuei-jin's location when he makes the call and if they are physically able to do so. This power does not grant control over animals, but those summoned by the call

generally seem predisposed toward the Kuei-jin, and may fight for him if he appears to be in trouble.

System: The player rolls Charisma + Animal Ken (difficulty 6); the number of successes achieved indicates how many

1 success One animal responds.

2 successes One quarter of the animals who hear the call res 3 successes Half of the animals respond.

4 successes Most of the animals respond. 5 o more successes All of the animals respond.

animals heed the character's call:

pond.

Sway the Beast

Considered by some Kuei-jin to be an extension of Cower Before the Beast, this power allows a Cathayan to infuse a tiny spark of his will into the mind of an animal, forcing that animal to do his bidding. The animal can be forced to do anything, including suicidal actions; the Kuei-jin's control overrides its normal fear and self-protection instincts.

System: The player must spend a point of Willpower and roll

Manipulation + Intimidation (difficulty equal to the animal's Willpower, which is usually 5 or less); the Kuet-jin must make eye contact with the target animal. Success indicates that the beast is brought under the Kuei-jin's control for the duration of the scene. The player may spend additional points of Willpower to extend this control - one point of Willpower for each additional hour, but in any event no longer than the next dawn. Sway The Beast does not give the Kuei-jin the power to sense what his servant perceives or experiences; that requires him to use Animal Spy as well.

Unleash the Beast Spirit

ower. The Kuei-jin then changes into the form described above, which is similar

e Storyteller's discretion he may gain other abilities based on his new form - for example, a Turtle totem might gain points of armor, a Shark totem improved swimming abilities and This power creates such a great connection between the Kuei-jin and nature that the Kuei-jin's own animal spirit manifests itself in physical form. The Kuei-jin undergoes changes similar to those experienced by shapeshifters, becoming a sort of half-man, half-animal, with appropriate abilities.

System: The player must choose a "totem animal" for his

character as soon as the character is able to use this power; the character's totem can never be changed. To manifest his totem powers, the Kuei-jin must concentrate for three turns and the player must spend a point of Willp

to the legendary wolf-man forms of the hengeyokai. The character receives 6 dots that he can use to increase his Attributes, as appropriate, to reflect this form. Additionally, his senses sharpen to reflect his animalistic nature, and at th

sharp teeth, and a Tiger totem claws. Use the Demon Shintai Characteristics as guidelines for the level of power these changes should have.

rit Powers

3 Stamina; gills 1 Appearance; wings

1 Stamina, +1 Perception; claws

Sample Beast Spi

Carp +1 Strength, +2 Dexterity, + mina, + terity, + gth, +1 Dexterity, + er +2 Strength, +2 Dexterity, + Crane +3 Dexterity, +2 Sta Fox +1 Strength, +3 Dex

and teeth

Squid +3 Stren 2 Stamina; tentacles

2 Stamina; claws and teeth Tig

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In document Probabilidad y Estadística (página 140-143)