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Unlike Heightened Senses, this is the Vampire's knowledge
of his place in the Universe, and its relation to other things in the
Universe, the first step to spiritual enlightenment. The Vampire can
detect all around him, within twenty feet, even if he can't see or hear.
This does not, however, work through solid, encompassing barriers. This power
can detect illusions and holograms for being what they are. The Vampire must
roll a Perception + Zen versus the target's Dexterity + Stealth in order to
detect Obfuscated or illusiory objects.
Through his increased understanding of the Universe and
the way it works, the Vampire may now detect weak points in a target.
The Vampire must make a Perception + Zen roll, difficulty target's
Stamina + 3, or 6 versus inanimate objects. Success allows the Vampire
to cause Aggravated Damage with his bare hands, by breaking limbs and
causing major trauma to animated targets, with the added benefit of doing
double damage on the first hit in a scene; and adding the number of
Successes of the Perception + Zen roll to his Strength rating when
used against inanimate objects for the purpose of damage.
The Vampire's training has progressed so far as to be able
to harness the hidden depths of his mind, as well as speed up its recovery
after exertion. The Vampire must succeed in making a Wits + Zen roll
in order to enter a medatative state. Once there, the Vampire can recover
spent Willpower. The Vampire must make a Wits + Zen roll, the difficulty
determined by subtracting the average of the Vampire's Virtues from 10,
with each success indicating a recovered Willpower. The Willpower is
recovered at the rate of one point per fifteen minutes. If not enough
time is spent in meditation, or the Vampire is interrupted, the remaining
successes are lost. The Vampire can never exceed his Willpower rating
by use of this Discipline. At this level of Zen, the Vampire will not
knowingly kill. If he does so, he loses this level of Zen and all
higher levels immediately.
At this level of Zen, the Vampire has obtained almost
absolute control over his body and mind, allowing him to temporarily ignore
wounds. Such peace has been obtained that the world outside is merely
an intrusion on his self reflection and internal studies. By making
a Self Control + Zen roll, the Vampire may ignore the Dice Penalties
of Wound Levels for ten minutes per success. The difficulty of this
roll is the Dice Penalty rating for current wound levels + 3. After
this amount of time, all wound penalties apply, unless another roll
is made to ignore the wounds. Every roll after the first costs a
Willpower. However, the Vampire has reached such inner peace at this
time, he is unable to initiate any hostile actions toward any other
beings, but not necessarily toward inanimate objects. If the Vampire
does initiate a hostile action toward someone, he immediately loses this
level of Zen and any of a higher level.
The ultimate goal of Zen, the enlightenment of the
soul. At this point, the Vampire has reached a sense of inner balance. If
the ST agrees, the Vampire may now begin the path to Golconda, or, if
already on that goal, has taken a large step toward its accomplishment.
The Vampire has mastered the flow and harmonies of the universe, and his
relationship to them. Part of that balance is able to be used to
combat multiple opponents at once. The Vampire must spend a Willpower
and make a Wits + Zen roll, difficulty determined by the opponent's
Wits + 3, or the highest Wits + 3 versus more than one opponent. The
combat must be melee, or a firefight with more than one opponent. For
each success, the Vampire can redirect one attack, which must be resolved
as if that opponent had initially chosen that target. In melee, but
not a firefight, the chosen target can even be the opponent. The use
of this Discipline can be in conjunction witha full Dodge pool, if desired.
However, a Vampire with Enlightenment *must* attempt to end a hostile
engagement as quick as possible, and with the least amount of violence.
Such examples as running away, destroying weapons, or knocking out
opponents are best, as the Vampire will not kill at this stage, at least
not knowingly. Also, the Vampire *must* avoid Frenzy at all costs. If
a Vampire ever Frenzies, then this and all higher levels of Zen are
immediately lost.
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All rights reserved.
This page is an entirely unofficial use of the Vampire: The Masquarde and A World of Darkness gaming materials published by White Wolf Publishing, Inc. and not intended as an official or profit making venture in any way, shape or form. Although the use of these concepts, rules, etc., is unauthorized, no infringement is intended. This page is not affiliated with White Wolf Publishing, Inc. in any way and should not be viewed as such. This page are freely available for viewing and personal use, but are, under no circumstances whatsoever, to be sold for profit.
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