By Brandon Quina (lore@tmgbbs.com) for the Cheung bloodline
System: Any time the storyteller allows, make a Wits + Occult (difficulty 7) to see if you recognize the sign. The signs are never the same, and you always have to roll to see if you recognize the sign of your discipline telling you that the unnatural is nearby.
System: Roll Perception + Empathy, difficulty of the opponents Manipulation + Subterfuge. It takes one success to spot a lie, and five to spot half-truth. You can spot 'obvious' lies without any successes. Some well-hidden lies, but that aren't true in any way, might require two, three, or four successes.
This power also detects insanity, allowing the user to determine if the person in question has any derangements, and what they might be.
System: The player makes a Perception + Occult roll. The difficulty depends on the intricacy of the soul's patter and the time the Cheung has to study it. To discern the Nature of a passing visitor to the hermit's home would be a 10, but finding about him after a week of talking with the stranger would reset the difficulty at 7. Assaying a secretive Jit`Sing who is careful to hide all evidence behind his doing would be an 8, while discerning the mind behind a code buried in apocryphal scripture would be a 7. The Cheung can even detect an unseen hand in seemingly random events such as the circling of bluebottle flies or the patterns of smoke rising from a bonfire (both at difficulty 6). These patterns likely have no meaning, but the Cheung are likely to raise anything to a position of importance.
System: Roll Manipulation + Intimidation after 'giving someone the Evil Eye' for a few minutes. The difficulty is equal to the target's willpower. The more successes, the longer they suffer from the visions and tormets of the spirits.
Successes | Duration |
One | One Day |
Two | One Week |
Three | One Month |
Four | One Year |
Five | Permanent |
System: You gain the ability to use the first rank of one of the mage spheres, not including Spirit (which all Cheung can see into, from the embrace).
System: You now take one level of non-aggravated damage for every hour you stay in the sunlight. If you spend a blood point to heal the damage as you take it, there will be no sign that you are being discomforted at all. You must make a courage roll to use this power, difficulty 6. Each success means you can use this power for an hour. After the duration wears off, you are affected by the sun totally. If you botch, you acquire the flaw Light-Sensitive for the next week.
System: You can spend a permanent willpower point, and spend a variable number of experience points to temporarily cause a change in reality. The change will generally not last that long, and the storyteller is the final arbiter on what he will allow and how many XP the player has to spend to get the effect. After all the above, you must make a willpower roll (use your new willpower) at difficulty 8. You need at least 1 success. A botch attracts a paradox spirit.