Kitsune

(Werefoxes)

 The Legend of the White-Faced One

By Hiddenobu, Izumii and Kenneth Mayer

 

The oldest record of the White-Faced One can be traced back five thousand

years to China. Her origin is unknown. She was a beast directly responsible

for the fall of the Chin and Sui dynasties, and it is rumored that she

indirectly contributed to the fall of the great Han dynasty. In human form,

the White-Faced One always appeared as a woman, a concubine of unnatural

beauty who trapped the souls of many emperors until they either became

insane or died mysteriously. However, when faced with a direct threat, she

always transformed into an enormous nine-tailed fox and wove powerful

spells, causing great havoc and destruction. Despite her size, the creature

seemed to favor magical spells and special powers over claws and fangs.

 

Sometime between the fourth and eighth centuries, this magical beast found

her way to the Imperial Court of Japan, but her usual method of destroying

empires saw no success there. The court and nobles there employed sorcerers

who sensed the danger in the court, and the emperor ordered the woman slain.

But even for the powerful spellcasters of Kyoto, the White-Faced One proved

too powerful to be taken easily. Nonetheless, knowing that she could not

weave her plots of destruction, she fled the court.

 

Numerous tales exist to this day about the fate of the White-Faced One, but

none can be verified; most believe she is probably dead by now. There are

tourist sights across Japan where shattered pieces of the great beast are

said to have landed, often in the form of colossal blazing rocks spewing

poisonous volcanic gas, hazardous or impossible to reach by normal means.

 

Since the arrival of the White-Faced One, legends of shape-changing foxes--

called Kitsune -- started appearing. These beings were known to trick humans

in many ways.

 

A lone traveller was walking in the mountains. It was getting late, and he

had to get indoors before sundown or risk the dangers of the night. As he

passed a hill, he saw a brightly lit inn.

 

"That's strange," he thought. "I don't recall there being any inns here when

I passed by last time.

However, he was too tired to care, and so he entered the inn. The hostesses

were all beautiful, the food was excellent and he soon forgot his

suspicions. He fell asleep in the bathtub. The next morning, he awoke in a

tub full of dung. His travel food, fried bean curds (a traditional favorite

of the Kitsune), had been stolen. As he got up from the stinking pool, he

saw the golden tail of a fox disappear into

the bushes.

 

The "Nine-Tails" are the descendants of the great WhiteFaced One. They have

the ability to transform into foxes and have inherited their ancestor's

great talent for magic as well as her beauty. The Eastern shapeshifters

largely escaped the War of Rage that other shapeshifters suffered, due to

their distance from the Garou; Japan has never had as large a Garou

population as in other parts of the world. The Kitsune are skeptical of the

Apocalypse that the Garou fear is imminent. They owe no allegiance to Gaia.

Instead, they follow the ways of the ancient Wyrm of Balance, ways that were

established before the Wyrm was corrupted into the pattern Web. The spread

of the Weaver is not at all uniform.

 Organization

 

Like foxes, Nine-Tails are basically solitary. They have no tribal

organization. However, there is an extensive network of Nine-Tails. The

"elders" are the chief organizers, as well as advisors to all the young

members. Kitsune do not trigger the Delirium in humans, and they do not want

the human population to know of their existence. Anyone who tries to

disseminate this fact in any way will be "dealt with." This usually means a

memory alteration ritual, but it can mean outright assassination. While the

elders are wise and respected, they do not command and have no political

power to enforce any rules or judgments. An elder will teach a younger Fox

new Jyu-Ho (Gifts) and rituals if she feels that the young N ine-Tail is

capable of controlling the power and using it with wisdom. This

determination may involve a test of some sort.

 Breeds

 

Kitsune have three breeds: kojin, or homid (born from a Kitsune union with a

human), roko, or fox (born from a Kitsune union with a fox) and shinju or

metis (born from a union between two Kitsune). However, unlike werewolves,

when two Nine-Tails breed, the child may be koijn, roko or shinja ("true

beast"). As with other shapeshifters, only one out of ten offspring are true

Kitsune. Shinju are very rare; only about one percent of the children

between two NineTails are shinju. They do not suffer from mutations or

sterility. They are not cast out-- they are often revered as the "pure

breed" of their kind. Shinjuare equally comfortable in any shape, having no

natural or "default" form. The only real similarity between shinju and metis

are the circumstances of their conception.

 

Nine-Tails are always born singly. The pain of birth is shared by both

parents through a supernatural bond, and non-Nine Tails are usually

incapable of living through the intense trauma of bearing a Nine-Tail; thus,

the non-Fox parent almost always dies during the birth of the Nine-Tail

Child, regardless of the parent's sex. The Fox parent also faces a

significant, though much lower, risk of death in childbirth.

 Awakening

 

Soon after the Fox first becomes aware of her powers (about 14-18 years for

kojin, 1-2 years for r6ko and shinju), she receives a sign. A supernatural

being, not necessarily one of her own kind, usually a local spirit, contacts

the Fox. It reveals to the Fox what she is, and conducts a ritual called

"The Opening of the Eyes." After this ceremony, the newly-initiated

Nine-Tail is aware of the supernatural world and her place in it. At this

time she will choose a Path, a role in the world of both practical and

spiritual significance, much like an auspice. A guild-like organization is

run by the elders to assist and guide younger Foxes, but it makes no attempt

to restrict their actions.

 

The Fox will start to form friendships with many spirits around her,

developing an immediate bond with the network of the supernatural. Many sp

irits are bound to an area, so Nine-Tails are often reluctant to move away

from their spirit·friends. This is one reason why they have not spread out

over the world like the Garou.

 

Character Creation

 

Breeds:

Kojin (homid; initial Gnosis 3),

Roko (fox; initial Gnosis 5),

Skinju (metis; initial Gnosis 4)

Initial Willpower: 6

Backgrounds: 6 points, which may be spent on anything except Totem and Pure

Breed (Nine-Tails are already considered to be of the purest breed, but get

no advantages in dealing with other werecreatures from this).

As Nine-Tails are not physically imposing beings, the Physical Attributes

are usually not primary.

 Forms

 

Homid (Hitogata, "human shape"):

Shift difficulty: 6

 

It is rare for a Nine-Tail to have an Appearance lower than three, and all

are masters of seduction in Homid form. Most Nine-Tails are of the kojin

breed and usually appear as humans. Nine-Tails can perform rituals only in

this form.

 

Glabro (Sambuhenge, "partly transformed"): Appearance -2, Manipulation -2;

Shift difficulty: 7

 

A Nine-Tail looks silly and even comical in this form. Body mass does not

change, but the ears point upward, the eyes become thin and slanted, the

nose protrudes out of the center of the face, and whiskers appear. A

dangling, fullsized fox tail appears on its rear end. Assumption of this

form usually means that either a rake pup is still learning how to take

Homid form, or the Fox is trying to pull a joke on another of his kind. For

many of the rake breed NineTails, the retracting of the tail is the most

difficult part of the Change, and even the experienced forget from time to

time.

 

Crinos (Koto, "fox-head"):

Dexterity +1, Stamina +2, Appearance 0, Manipulation -1; Shift difficulty: 7

 

In some old documents, there are drawings of the White Faced One with afox

head, wearing a kimono. There are no real advantages in taking this form,

except perhaps to scare people. Sometimes Nine-Tails in their private lives

assume this form because it has long, elegant-looking fur that provides

warmth during the winter, while retaining the useful hands of a human. Their

size increases only slightly, enough so that fitting into their clothes may

be a little difficult. The Nine-Tail can speak normally in this form.

 

Hispo (Jiiko, "fox-beast"):

Strength +1 Dexterity +3, Stamina +3, Manipulation -2; Shift difficulty: 6

 

When a Nine-Tail assumes this form, she is in her most physically dangerous

state. While not as strong as a Garou in Hispo form, the Fox can use some

powerful Jyu-ho prohibited in other forms. A magically experienced Nine-Tail

in this form is a match for a Tremere and even some mages. The body mass

increases by approximately 200. 300%, the end result being a lean fox about

8-12 feet long, one-third to one-half of which is a single, enormous tail.

Most Nine-Tails have different winter and summer coats, and many have a

stripe or two on the back. Nine-Tails usually do not like biting and raking

like an animal when fighting in this form, preferring instead to use human

weapons (usually blades) clutched between their jaws. They still think like

humans, although they may have more ofa tendency towards violence. They

cannot speak in this form, but many learn the Jyu-h8 of M indspeak to

telepathically converse.

 

Vulpus (Kyiibi, "nine-tail"):

Dexterity +4, Stamina +2, Manipulation -1; Shift difficulty: 6

 

Although small, Foxes in this form should be dealt with most carefully. Upon

transformation, the Nine-Tail becomes a fox of slightly larger than average

size. Those of higher Rank have multiple tails, enabling them to cast all of

the complicated Jyu-ho available to them with full effectiveness. A score of

Jyu-ho sorcerers could not kill the nine-tailed White-Faced One. She is the

only NineTail have ever reached that level of achievement, so no one even

knows the kinds of wonders of which she was capable.

 

Paths (Auspices)

 

Doshi The Sorcerer

Initial Rage: 3

The sorcerers that eventually defeated the White-Faced One used demons,

creatures of corruption cast away from the rest of the spirits to curse her.

The lesson that evil can Se used to defeat evil was learned well by the

White-Faced One's descendants.

Doshi are experts at understanding evil and corruption. They know what the

Garou call the "Wyrm". They have seen enslaving its servants for

generations. But the sorcers have another name for it: Yami, the darkness.

 

Sorcerers often live alone, in abandoned monasteries and other retreats from

human civilization. There they ractice dark rituals, hoping to counter the

even darker infulences of Yami.

They are constantly trying to balance self-control and re hatred that

corruption brings, which results in a hard, human demeanor and extreme

cynicism. Many people mistakenly think of them as evil. Although they are

often riven by hate, they are not slaves to it.

 

Eji - The Warrior

Initial Rage: 4

The Eji are those who have chosen to act as caretakers of e world. Like

scissors in the hands of a gardener, the ades of the Eji trim the world,

cutting away branches harmful to the tree of life. They value life highly,

and are luctant to kill. They often adopt the demeanor of gallant :hters to

hide their sorrow at their purpose in life.

 

They use their powers to hunt down those who kill in excess and disrupt the

balance between man and nature. Crazed spirits and, recently, European

witch-hunters have been their prime targets. In their human identities,

thel: are often religious figures, working to destroy threats to natural

harmony.

 

Gukutsushi : The Dreamweaver

Initial Rage: 2

Gukutsushi are masters of the mind and illusion. They are well aware that

their illusions cannot solve problems, for though illusions can alter a

person's thinking and senses, they cannot change reality. Gukutsushi see

themselves as the bringers of solace to those who suffer. They heal wounds

of the heart and of the mind. They can bring those who have lost all hope a

dignified death. But they are not helpless in battle; they can be even more

vicious than the Eji in putting an end to those who hurt others needlessly.

Dying within the mind can be extremely painful.

 

Kataribe The Bard

Initial Rage: 2

The Kataribe are constantly looking for stories to interest them. They seek

stories of love, hate, pain or pleasure and write them down. They also

listen to the tales of old spirits, for such beings are extremely wise. By

the time they have ended their long lives, they have piles of legends

collected from around the world. If information is needed, especially

ancient lore and the like, they will have it, or know where to find it.

 

Healing

 

The Nine-Tails, while being more vital than humans, do not have the rapid

healing of a Garou. Thus, every wound is an aggravated wound. Short of

magic, the only way for them to heal is through rest. Each day of relative

inaction (avoiding any activity that could open up a closed wound) heals one

wound level. They have no particular vulnerability to silver.

 

Rank

 

Rank is not earned through challenges or renown, but through experience. All

characters start at Rank 0, with one tail in Vulpus form. Rank is gained by

spending [current Rank x 7] experience points. Renown is not kept. A rise in

Rank grants the ability to use the Jyu-h6 of the same level as the new Rank

(for this purpose, Rank O characters can still cast Rank 1 Jyu-ho). After

Rank i, each Rank gained bestows the character with an extra tail in Vulpus

form, so that the number of tails equals Rank (Rank O being the obvious

exception). Ability as a spellcaster is the closest thing to a "pecking

order" the Nine-Tails have.

 

The Nine-Tails age differently from other beings. All breeds may live to be

a hundred years old; however, ifa Foxhas more than one tail, he only ages

one year over a number of years equal to the number of tails he has (i.e. a

six-tailed Fox will age one year for every six years that pass).

 

Furthermore, age does not weaken the Nine-Tails. They become more powerful

and more beautiful as the years pass, and when the time comes, they die

peacefully and alone. It is rumored that the White-Faced One never aged.

 

In order to be considered an elder, a Fox must have more than five tails.

Despite the term, age is not important, but not all five-tailed Foxes become

elders. Many Foxes simply lack the capabilites to Become an elder, no matter

how much experience they attain, and so Fox elders are rare.

 

Combat

 

Nine-Tails are, on the whole, curious but cautious. They are very playful

beings when they can afford to be so. They 3 dislike uncivilized violence

and rarely use such base techniques in battle as biting or ambushing

(although "civilized" violence is another matter). Most of them know how to

4 control their Rage. This is usually through either Zen-like practices or

the use of specific mantras. They also train themselves in a special form of

sword use. A trained Kitsune can wield a blade in his mouth in Hispo or

Vulpus form. This can be declared as a Melee specialty.

 

Jyu-ho

 

Jyu-ho is Japanese word meaning "mystical law." These are the Foxes'

equivalent of Gifts. Some Jyu-hi, are drawn from the forces of nature itself

and either expend Gnosis or require Gnosis rolls. Others draw power from

destruction and chaos, requiring Rage.

 

The Kitsune have many Jyu-ho that resemble Garou Gifts. At the Storyteller's

discretion, Kitsune characters may choose from the Gifts given in the

Werewolf rulebook with a few restrictions: homid Gifts are available to

Kojin, and lupus Gifts can be purchased by Roko. Each Path has Gifts

corresponding to an Auspice. Doshi use Theurge Gifts, Eji use Ahroun ones,

Clukutsushi steal from the Ragabash Gifts and Kataribes use the Gifts of

Galliards. The Shinju may choose Philodox Gifts.

 

Kojin (Homid)

 

Seduction (Level One) -- The Nine-Tail can cause humans to fall in love with

him to varying degrees. In fact, many Nine-Tails often use this Jyu-ho

unintentionally. The Storyteller may wish to create an interesting situation

by arbitrarily rolling this Jyu-ho. Roll Charisma + Subterfuge, difficulty

6, versus the target's Willpower. The number 3f success is the degree to

which a target is enamored of the Kitsune.

 

Moon Dance (Level Two) -- With this Jyu-ho, a Kitsune can become completely

invisible at night as long as noonlight does not shine on her. If the Fox

steps into noonlight, she can then be seen until she steps out of the sight

of the moon again. The Kitsune spends one Gnosis point and the effect lasts

for one night.

 

Silver Tongue (Level Two) -- As the Fianna Gift: Glib Tongue. The Kitsune

can use this Gift to outright lie, making the target believe he is telling

the truth.

 

Call of the Dead (Level Three)-- By spending one Rage point and successfully

rolling Manipulation + Occult (difficulty 8), the Kitsune may case a target

to suffer an unfortunate "accident" that causes some sort of injury.

# suscesses Accident

 

1 Light injury: pulled muscle, etc. Person can still function but is in

pain.

 

2 Heavy injury: sprained or broken ankle, etc. Target is Wounded on the

health level chart.

 

3 Crippling: surgery may be required, hospitalized for a month. Target is at

Crippled.

 

4 The target takes aggravated damage from the injury and is Wounded. At the

Storyteller's discretion, a human target could be killed (hit by a truck,

electrocuted, etc.)

 

5 The target is Crippled with aggravated damage (gas main blows, engulfing

the victim in flames, etc.)

 

Walking Between Worlds (Level Three) -- This Jyuho, allows the Kitsune to

"step sideways" into the Umbra as the werewolves do. Without it, a Kitsune

cannot enter the Umbra. However, once this power is learned, the Kitsune can

do it anytime she pleases, just as Garou do.

 

Forgetfulness (Level Four) -- This power will erase one piece of information

(an address, a fact, etc.) or one specific event (meeting the Kitsune) from

a target's mind. Kitsune do not trigger the Delirium, and so must edit

humans' memory to avoid the spread of knowledge of their existence. This

requires the expenditure of both a Willpower and a Gnosis point and a

Manipulation + Subterfuge roll, difficulty 6. The target may make a resisted

Willpower roll (the difficulty is equal to the number of tails the Kitsune

has plus 3).

 

Roko (Fox)

 

Burrow (Level One) -- The Kitsune can burrow a tunnel into the earth. The

tunnel is relatively permanent, and others can follow the Kitsune through it, although

it is tight and only one person at a time can go through. However, no being larger than the Kitsune can travel the tunnel. The Kitsune must be in Crinos, Hispo or Lupus form to use his Gift, but the tunnel will only be as large as the form he assumed while burrowing it (only Fox- or smaller-sized beings can travel a tunnel burrowed by a Kitsune in Fox form). The tunnel is not structurally sound and will collapse over time. This Gift is taught by a Mole-spirit.

 System: The Kitsune rolls Strength + Athletics against a difficulty

depending on the substance to be excavated (4 for loose mud, 9 for solid rock). One yard per turn can be burrowed for each success.

 

Cloak of Shadows (Level One) -- By spending a Gnosis point and rolling

Manipulation + Stealth versus any viwers Perception + Alertness, the Kistune

can cloak himself and anything he touches, in shadow. The success of

cloaking depends onn the number of successes.

# of Successes Area Cloaked

 

1 Just the Kitsune

 

2 An additional human/human sized person or Object

 

3 Three other humans/human sized things or a small car

 

4 Eight or more humans/human sized things or a small van

 

5 12 or more humans/human sized things or a tractor trailor truck

 

Moon Dance (Level Two) -- With this Jyu-ho, a Kitsune can become completely

invisible at night as long as moonlight does not shine on her. If the Fox

steps into noonlight, she can then be seen until she steps out of the sight

of the moon again. The Kitsune spends one Gnosis point and the effect lasts

for one night.

 

Blind (Level Three)-- By spending one Gnosis point and successfully rolling

Manipulation + Medicine (difficulty 7), the Kitsune can make a target blind

for one day. The blindness is accompanied by a stinging pain. The target can

make a Stamina roll (difficulty 7) to resist.

 

Walking Between Worlds (Level Three) -- This Jyuho, allows the Kitsune to

"step sideways" into the Umbra as the werewolves do. Without it, a Kitsune

cannot enter the Umbra. However, once this power is learned, the Kitsune can

do it anytime she pleases, just as Garou do.

 

Call to Allies (Level Five) -- There is an extensive network of the

supernatural in Japan. If a spirit, Kitsune or similar being finds itself in

danger, its allies may help it, in turn calling on their friends for help.

This is the Kitsune's call for aid. The situation must be grave to make such

a call, but no rolls are necessary. Many spirits are bound to their locality

and so may not be able to come; however, they will hear the call and do

whatever they can in their area. If the danger is not deemed sufficiently

dire, the spirits may become angry or refuse to heed future calls. A person

who makes an enemy out of a Kitsune who has this power may find himself

being attacked by supernatural beings no matter where he goes. This can be

an interesting opening for a story.

 

Shinju (Metis)

 

Flow of Aura (Level One) -- The Kitsune can "read" the emotions of an area

-- the past events of high emotional content or violent nature. This is

similar to psychometry. For example, the Kitsune may see the flow of fear

and hopelessness from an old gallows. Roll Perception + Empathy, difficulty

7.

 

Moon Dance (Level Two) -- With this Jyu-ho, a Kitsune can become completely

invisible at night as long as moonlight does not shine on her. If the Fox

steps into noonlight, she can then be seen until she steps out of the sight

of the moon again. The Kitsune spends one Gnosis point and the effect lasts

for one night.

 

Regal Authority (Level Two) -- As the Gift: Staredown, but this affects all

creatures native to Japan, including supernatural ones, and causes an

attitude of subservience rather than terror.

 

Speak the Remnants of Thought (Level Two) -- This is similar to Flow of

Aura, but the Kitsune can hear the thoughts that also passed through the

area. Only the strongest thoughts, or those which affected the area, can be

heard. For example, a Kitsune might hear voices tell her of the suffering at

an old concentration camp. Roll Perception + Occult, difficulty 8.

 

Walking Between Worlds (Level Three) -- This Jyuho, allows the Kitsune to

"step sideways" into the Umbra as the werewolves do. Without it, a Kitsune

cannot enter the Umbra. However, once this power is learned, the Kitsune can

do it anytime she pleases, just as Garou do.

 

Marionette (Level Five) -- The Kitsune can cause a target to do whatever she

wants by mimicking the desired actions. She must spend a Willpower point and

roll Manipulation + Subterfuge (difficulty 7) opposed by the target's

Willpower roll. She can manipulate the target however she pleases for one

turn per success.

 

Doshi

 

Blessing the Blade (Level One) -- This Jyu-hi, consecrates a bladed weapon

(daito, tanto, katana, etc.), allowing it to do aggravated damage to its

targets. Spend one Gnosis point and roll Wits + Rituals, difficulty 7.

 

Swarm of Servants (Level Three) -- This summons a swarm of little creatures

(the type is up to the easter) from the fur of the Kitsune's tail. Spend one

Willpower and roll Stamina + Occult, difficulty 8. Each success summons 25

of these creatures. They are under the mental direction of the easter, and

can perform simple tasks, such as lifting things (Strength 1 per 10 of

them). They must stay within 20 feet of the Kitsune at all times. They can

also be used to harass foes, though they cause no damage (-1 from Dice Pool

for every 25 beings). The creatures disappear after one scene.

 

By the Light of the Moon (Level Four) -- By spending one Gnosis point and

making a successful Perception + Alertness roll, the Kitsune can see any

hidden creature who is under the moonlight. This includes Garou using Gifts

(such as Invisibility, Blissful Ignorance), spirits in the Penumbra and

Obfuscated vampires.

 

Ju-fu Sorcery

 

Japanese sorcerers often write runes on small pieces of parchment to empower

them with magic. Such papers must be placed at a certain location or on a

target and activated by a mantra (or sometimes by setting the parchment on

fire). Destroying the parchment ends the effects of the spell.

 

Parchment of the Labyrinth (Level Two)-- When placed in a closed room, the

parchment causes that room to become an inescapable jail. Opening the door

will Lead to another room exactly like it. Placing it in a hallway will

cause the hallway to become endless. Making the parchment requires the

expenditure of one Gnosis point and an Intelligence + Occult roll,

difficulty 6. Whether the creation has worked is not known until the

parchment is first activated, so the successes are kept secret from the

player until he tries to use the parchment. Activating a pre-made parchment

requires one Gnosis point.

 

Parchment of Banishment (Level Three) -- This parchment allows the Kitsune to cause a spirit to return to its realm of origin (or the Near Umbra if it has no particular home realm). The parchment is destroyed after activation.

 

Eji

 

Sense Hostility (Level One)-- A successful Perception + Alertness roll,

difficulty 6, allows the Kitsune to sense the presence of hostile beings

within approximately 100 feet.

 

Bolt (Level Two) -- By expending Rage and rolling Dexterity + Occult,

difficulty 7, the Fox causes a lethal bolt of thunder, fire, ice, wind or

any other force (choose one effect when learning this Jyu-ho) to strike the

enemy. The damage level is equal to the number of successes, and causes

aggravated wounds that cannot be soaked. This is only usable in Hispo form.

 

Enduring Warrior (Level Two) -- This Jyu-ho allows the Kitsune to heal as

quickly as a Garou: one health level per turn. It acts as Garou healing in

every way. The Kitsune must spend a point of Rage and the effect lasts for

one scene.

 

Dragon Ally (Level Five)--A successful Gnosis roll at difficulty of 9 and

the expenditure of one Rage point creates an Oriental dragon from a nearby

element. Water, fire or strong winds are needed to summon it. Its size

depends on the number of successes (5 feet in length per success). This

dragon is capable of bite and body slam attacks. Its length determines the

amount of damage it can cause: two dice of aggravated damage for every five

feet. The dragon is friendly to the summoner's wishes, but intense

concentration isrequired to maintain its form; it will dissipate if the

Kitsune summoner is distracted (Storyteller's discretion).

 

Gukutsushi

 

Clear the Mind (Level One) -- This calms the mind of a confused, scared,

raging or otherwise mentally disturbed creature. A Gnosis point and a

successful Manipulation + Empathy roll against a difficulty of the

opponent's Willpower (even if the subject is willing, such emotional

extremes are difficult to control) are necessary in order for this to take

effect. In addition, if the target is anyone other than the Kitsune himself,

direct eye contact must be established. This Jyu-ho will not cure insanity.

 

Mother's Touch (Level One) -- The Kistune is able to heal the wounds of

others, aggravated or otherwise, simply by laying hands over the afflicted area. The

Kitsune may not heal herself with this Gift. This Gift is taught by a

Unicom-spirit

System: The Kitsune spends one Gnosis point and rolls Intelligence +

Medicine (difficulty of the wounded individual's Rage, or 6 for non-Garou) Each

success heals one Health Level. Even battle scars maybe cured in this manner, but

this must be done in the same scene the scar was obtained and requires the

expenditure of a Gnosis point. There is no limit to how many times this may

be used on a person, but each use requires a Gnosis point.

 

Read the Soul (Level Two) -- By rolling Perception + Empathy against a

difficulty of the opponent's Willpower and spending a Gnosis point, the

Kitsune will be able to tell when the target is lying or trying to trick

her. This does not grant any insight into what the truth actually is.

 

Illusion (Level Three) -- One target in visual range of the Kitsune will see

things in her head and believe them to be real. One Gnosis point is

necessary and a successful Manipulation + Empathy roll must be made against

the target's Willpower in order for this to take effect. The illusion is

perfectly detailed and cannot be dispelled unless the target is can be

convinced that it is an illusion (the relevant roll is up to the

Storyteller; difficulty should be adjusted for the credibility of the

illusion). The illusions last until the Kitsune's concentration is broken.

 

Kataribe

 

Fable (Level One) -- The Kitsune tells an appropriate fable or story and

spends two Willpower points; all who willingly listened to the story are

implanted with a suggestion (much like the similar vampire Discipline:

Dominate) for a number of days equal to the Kitsune's Manipulation +

Performance Dice Pool.

 

Lore (Level Two) -- Many Kataribe collect old lore and tales. In fact, they

are far too many stories for the Kitsune to remember in detail; therefore,

many Kitsune learn this Jyu-ho, which allows them to access the memories of

other Kataribe, living and dead. Those using this Jyu-h8 will remember

specific lore related to a certain artifact or location, usually in Japan,

in fair detail. The Kitsune must look at the target in question (or a

picture of it) and make a successful Intelligence + Rituals roll against a

difficulty provided by the Storyteller.

 

Seek (Level Three) -- This opens contact with a local spirit, enabling the

Kitsune to ask about the location of one individual. If the individual is

outside the territory of the spirit, the spirit will answer so. Spend one

Gnosis point and roll Wits + Occult against a difficulty of 6.

 

Rites

 

The following Rites from the Werewolf rulebook are known to the Kitsune:

Rite of Cleansing (a Shinto cermony), Gathering for the Departed, Rite of

Talisman Dedication, Rite of Binding (used only with the spirit's

permission), Rite of Summoning, Rite of Ostracism, The Badger's Burrow, Rite

of the Shrouded Glen.

See Garou Rites for info on Garou Rites.

 

Kitsune Fetish

 

Dokko

Level 5; Gnosis 4

A sorcerers dagger. This has three short blades on each both ends of the

handle. On a sucessful melee attack roll, along with an expendiure of a

Gnosis point, it bites into the flesh of an oppent and will remain embeded.

The sorcerer can cast spells at the Victiam through teh dagger no matter how

far away they are. If the dagger is pulled out it cause 2 health levels of

Damage, but the "homing" affect is negated. If the owner ever loses the

dagger it will show up in thier possesitions within 3 days.

 

A Nine-Tails Vision of the World

 

Before cars and electronics became the trademarks of Japan, the archipelago

was filled with supernatural beings. Neglected spirits took terrifying

forms, while others be came foci of popular worship. There are legends after

legends of spirits and elementals, preserved and inherited even today.

Although some supernatural beings have crossed the boundaries of men and

nature and actually caused harm, the two usually lived in harmony, humans

respecting nature and nature protecting and benefiting the people.

 

In Europe, nature and humanity were adversaries. This fate helped create the

corrupted Wyrm. The White-Faced One could be characterized as something

closer to the Kindred than the Garou. She was the shadow of the overgrown

empire of China and the doom it brought upon itself. The pieces of the great

beast still spew poisonous gas, and even weeds will not grow near them.

 

The source of the Nine-Tails' powers is dark and infernal, but they are a

part of nature as well. After all, Japan exemplified such coexistence up

until industrialization and the introduction of European technology. The

offspring of the hellish creatures have mastered the "center road" between

what the Garou call the Weaver and the Wyld. They represent the Wyrm's

original function, to destroy the creations of the Weaver and the Wyld that

grow beyond their borders. Of course, the Foxes are not con sciously aware

of their role, but they continue to wreak destruction ultimately for the

sake of harmony. These things are not taught to them by parents or elders;

each Fox knows the purpose he is to fulfill from childhood.

 

Unlike Garou, whose Rage is drawn from their anger at the rape of Gaia, the

"rage" of a Fox stems from an internal struggle between their role as

preservers and their birthright as destroyers. This conflict generates a

raw, violent energy which Kitsune can use much as the Garou use Rage.

 

Now the Foxes are drawn into the Garou's battle against the Corrupter Wyrm

from the West. As the restorers of balance, the Nine-Tails now find that

their distant ancestor's master, the Wyrm of entropy, is their greatest

enemy. However, the Nine-Tails must keep the Garou from de stroying too much

and upsetting the natural balance in the zealous pursuit of their own

destiny. The Nine-Tails' somatic forces are drawn from the Wyrm's powers,

but they are also children of Gaia. What path will they choose!