[OSSR]Demon Hunter X

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[OSSR]Demon Hunter X

Post by Ancient History »

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In the grim darkness of the year 1998, White Wolf declared that it would be the Year of the Lotus, a theme-year for World of Darkness based around ethnic yellow fever yellow peril weeaboo coopting native mythologies and traditions and presenting them badly Asia. Because that was a part of the world that the WoD hadn't given the bad touch to very much since its inception. But let's get a few things straight.

1) Asia is a big place. You cannot possibly cover all of it to any degree of accuracy or authenticity in even a handful of books.

2) America has a really hard time dealing with a couple centuries of tropification and stereotypes of all things Asian. The low-hanging fruit are, in no particular order: wire fu cinema, Japanese megacorps from cyberpunk, Yellow Peril villains, anime, Buddhism, random tattoos of Asian characters, katanas, ninjas, samurai, chopsticks, rice, rice wine, sexually attractive Asian people, Genghis Khan, sinuous dragons.

3) White Wolf threw all the low-hanging fruit into a blender and made a smoothie.

Koumei started Kindred of the East a while back, and I don't think we'll ever get anyone to banzai into the weeaboo furry territory that is the Beast Courts, but, y'know...this kind of thing happened. It was A Thing. It inspired Other Things. But I am here to tell you now...

...it's not that bad. I mean yes, it's shit, but hear me out: Demon Hunter X is basically the Hunter sourcebook for Year of the Lotus, and while it is blatantly ripping off Vampire Hunter D right from the title...

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Somebody fapped to this.

...there's actually one or two interesting and useful concepts in this book. I won't go so far as to say chapters, but if you were ever going to do an actual mortals campaign, and you had to pick whether it was Demon Hunter X, Ghouls, Sorcerer, Kinfolk, The Enchanted, or Mediums...this is not the worst bullet you could bite down on.

Demon Hunter Crossing
For reasons, White Wolf decided to open this up with a comic book instead of the normal intro fiction. I like comics, so I don't disapprove. It's okay. It establishes that <somewhere in Japan> there's a group called Strike Force Zero and a crazy homeless guy with a sword, and they fight a generic Asian monster that isn't any of the established Asian monsters so far. But they don't like each other. Which is okay, because the enemy of my enemy is...

Why is this Japan? Why is it Japan specifically? Japan is a a single island nation off the Asian landmass; it's cultural impact is outsized to either population or geography in English-language countries. Kindred of the East is technically supposed to cover everything from fucking Afghanistan to Hawai'i or something, but adjust your expectations downwards. Because like a lot of WoD products, the stakes are small.

The writer for this book is Jim Moore, who wrote a shitton of other WoD books. Which probably means no sin-eater has a stomach big enough to deal with him when the time comes. It's 112 pages, which when you take formatting into account probably means 80 pages. Jim probably knocked this out in a couple of weeks.

On the other hand, it is unusually focused. We're looking at two organizations: Strike Force Zero, and the Shih. There's a couple more chapters on Character Creation and Storytelling, because this is White Wolf and nobody can get an erection without a Storytelling chapter, but the actual content in this book is done in less than 80 pages.

Also, the "random notes" box in the credit page has to be seen to be believed:
AY.YO
Thus far, the response to Kindred of the East has been gratifying, to say the least. In particular, people really seem to love the new Disciplines. Ghost-flame, poping off one's head, soul-flaying...the little things that make unlife worth dying for. And so a few people have asked us, "Hewy, how much does it cost to buy new Disciplines for our Kuei-jin, 'cuz it costs 'current level x 8' to advance, but I don't see any listing for buying a new Discipline with experience points."

Well, actually, buying new Disciplines for Kuei-jin costs the standard 10 experience points, just as with Kindred Disciplines. New Abilities likewise cost the typical three experience points to purchase. A thousand pardons for neglecting to mention that fact.

Also, while I've got your attention, a moment of silence for Toshiro Mifune, one of Japan's greatest actors and star of Rashoman, The Seven Samurai and other amazing films. Thanks for a stellar career.
Yeah, they'd just stick errata any damn place.
Last edited by Ancient History on Mon Apr 23, 2018 10:50 pm, edited 1 time in total.
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Post by Username17 »

Back when Demon Hunter X came out, I was a regular of a Friday night vampire LARP. The reaction from the fang on the street to this book wasn't horror or excitement or anywhere in between. It was simply puzzlement. People simply could not believe that this was a real thing and not a joke product of some kind.

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Post by SeekritLurker »

Watching this one - It's been twenty goddamn years, but I'm one of the (probably no more than half a dozen) people who actually tried to run this... thing.

Also, I am officially an old. Damn.
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Post by RelentlessImp »

I never really got the draw of WoD Mortals games, much less Hunter games. Were they really just trying to match every book to every location for every line back then?
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Post by Ancient History »

Introduction
There have always been monsters. From the time when the earliest humans crawled from their caves and looked upon the lightning-split skies, or saw a mountain explode in fury, fearing that surely their world was at an end, the monsters have been there.
Point of order: in cWoD, all the monsters were or are more or less human. It's a fine point, but one worth discussing.

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The hook of the World of Darkness as a setting is that you get to play a monster. Given how fucking difficult that is in most roleplaying games, it's a good hook, and it's made better when you look at the source material they're drawing from: Anne Rice made being a vampire or living mummy seem awesome, Near Dark and Lost Boys both focus on being or becoming a vampire, the classic werewolf films are about a dude that turns into a wolf...monster hunter films, not so much. Vampires and werewolves die, ghosts are busted, but if you want to kill monsters, you don't have to pick up a WoD book...you can just play D&D.

And this is something that White Wolf has always struggled with. The greatest enemies of their various flavors of supernatural entity are, generally, themselves first and a different flavor of supernatural second. Vampires struggled amid their own clans, and oh yeah there's werewolves and mages and ghosts and shit; vampire hunts were just humans. Y'know the things they feed off of. Which is fine: most vampires have a lot of advantages over regular humans. Even shitty vampires loaded with flaws and weaknesses are almost guaranteed to have a non-negligible advantage somewhere.

But powering up mortal hunters was...tricky. Because there's basically no trick you can give humans that doesn't also apply to ghouls and vampires. Bigger guns? Vampires can buy them. Sorcery? Even without going through arcane rules combinations, Vampires have thaumaturgy. Everything that you would give a mortal hunter is also something a vampire would be interested in, because they want to kill vampires too (or werewolves, whatever).

And...mortal hunter organizations tend to suck. The two big examples are the Arcanum (based very loosely on another Anne Rice concept) and the Inquisition.

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No one expects the Mexican Inquisition!

...and the Inquisition in WoD is generally just weaksauce with faith-based flavors of sorcery. The thing you don't normally see? Government black bag units and special ops designed to take out supernatural threats, or ancient warrior-societies that do the same. Because pretty much any conspiracy worth it's salt was either founded by or immediately co-opted by some brand of supernatural entity...

...and the same is true for this book. But let us continue on:
In the West, monsters are perceived as vile, wicked creatures - for any creature that rains the blood of a human child and feeds on its meat must be evil. In the Middle Kingdom, though, the attitudes differ more than a little. Kuei-jin, gwei, hengeyokai, daityas.... By whatever name they call themselves, the shen are everywhere. Although they are monsters, from the Western perspective, they too have their roles to play in the scheme of things. As surely as the sun generates heat and the air moves when the wind is high, the shen exist. Even the most advanced and materialistic minds in the East understand this - and accept it.
Let's get this out of the way quick: this is a terrible stereotype of the "Mystic East" which should die in a fire. There's nothing wrong with individual regions of the world having their own flavors of supernatural, with their own rich backstories and weird powers and shit. Despite what Kindred of the Ebony Kingdom says, there's no fucking reason why every vampire needs to trace its lineage back to Caine. That's like assuming all STDs trace back to one single carrier, instead of multiple patient zeroes for different viral and bacterial and parasitic infections. The idea that Asia is just somehow more culturally accepting is bullshit and racist. It's not like the West doesn't still celebrate the Easter Bunny and fucking Santa Claus.

Part of this whole "Mystic East" push was the idea that the Asian supernaturals were somehow more accepted, and that they had prescribed roles in the scheme of things. This is something that White Wolf had tried to push with Werewolf: the Apocalypse for years, the idea that the Garou were Gaia's protectors, fighting against spiritual and physical pollution like a Gothic punk Captain Planet.

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There are a lot of ways I could have gone with this.

The idea that supernatural entities had a place is sort of an odd one. The whole name supernature gives it away. These are generally entities that exist outside your normal cycles of life and death, often in stark contrast to it. I'm not saying giving them a purpose is a bad idea - it's better than letting Giovanni fellate each other for eternity - but in practice, nothing ever came of it. The Kuei-jin just don't...do anything. They're not there to balance the positive and negative energies of the world or anything like that, no matter what the game fluff says. They don't spend their nights helping people or trying to keep the cosmic balance. If they were, there would be a Cosmic Balance mechanic. There isn't one.

Of course, a much more reasonable idea is that whatever job the supernatural entities had, they've fucked it up or fallen away from it. They become the flaws in the system. At which point, you need to deal with them. And who you gonna call?

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Desperate times.

So, this is basically the Hunter sourcebook for Year of the Lotus. It took us a while to get there, but that's the how and the why of it. Sortof. The thing that makes this book stand out is that it gives a lot more tools for would-be hunter PCs to play with. And like a lot of Hunter books, it explicitly is about crossover campaigns with different types of supernatural - the thing that a lot of WoD writers were extremely leery about. But in a Demon Hunter X campaign, you can get mauled by a werefox one week and accidentally impregnate the vampire the next!

I'm not 100% certain what was going through Jim Moore's mind when he wrote this, but it really has to be emphasized how bizarrely far this book was outside of White Wolf's comfort zone. Buffy the Vampire was only on its third season and X-Files on its fifth; people weren't clamoring to play dirty hobo warrior monks or a technologically advanced secret government agency. This is the kind of pitch you make for comic books. But somehow it got the greenlight - presumably because nobody had a better idea. Now, I've talked a lot, but there's a couple pages left in the introduction, so let's touch on some of the lies.
Theme
The theme of Demon Hunter X is survival.
Maybe after combat starts, sure, but the main theme of this is something closer to the predator becomes the prey. Even with all their equalizers, the Shih and Strike Force Zero are generally outmatched against even a middling-competent NPC monster, but the whole fucking point of the book is humans fight back (for a given value of human.
Mood
The mood of Demon Hunter X is one of desperation, anger and growing horror.
No, that's my mood while reading the book. The book itself does the weird thing of pointing out at every turn how much the PCs are overpowered by the shit they're facing, despite being given the best parts of the Hunter toybox. That feels...intentional. The whole idea of the book is that if you build your character just right, and plan things out really carefully, you might only lose half your team when you take on a low-level monster. Not like a boss monster...just, anybody. We'll get into the specific later, but this is a game that very explicitly gives you shittier character options than a lot of the other games whose characters you are explicitly competing against. We have met the underdog, and he is us.

Which is, to be perfectly fair, exactly the atmosphere that Jim Moore was presumably aiming for. And there are players that like playing explicitly weaker character types for reasons of their own. This is gaming a bit on hard mode, and not just because it involves the World of Darkness combat system. At the same time... you gotta remember, humans are very good at dealing with asymmetric threats. And it's not like humans are outgunned. The major weakness of hunters in WoD is generally that they're not organized, but the monsters are. Because if a hunter really wanted to take a vampire out, he'd get close enough to get bitten and then trigger the block of C4 in his stomach.

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Now, Suicide Bomber: The Sacrifice would have a very niche market, but if you accept that as a possibility, it sort of demands that you present your players with at least a slightly rosier picture. If you can't bump back against the things that go bump in the night, then why the fuck are you showing up?
Mortal Characters
Demon Hunter X is designed as a useful supplement for both storytellers and players and allows the addition of a new, often unpredictable, element in a world that is almost too well-mapped-out for some people's tastes.
WHO. I DEMAND NAMES.

Look the whole fucking purpose of Year of the Lotus is that White Wolf had been deliberately avoiding doing anything in large chunks of their game world for years, and the shit they did put there was embarrassing. What they decided to come up with wasn't much better. Adding one more faction to your tea party wasn't something anyone was gagging for. This is a Hunter supplement for Asian supernatural threats because you fucks finally decided that Asian supernatural threats should be a thing. Not because Jim Moore thought the local Giovanni were getting so bored they were staging zombie bum fights in Underground Atlanta.

Okay, lies and damned lies aside, let's move on to chapter one: The Shih.
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Post by Ancient History »

The Shih
This chapter starts off with what seems like intro fiction and after seven (7) pages, is eventually revealed as the quasi-mythical backstory of the Shih.

Long story short: one day a dude decided he'd had enough of supernaturals, learned some kick-ass kung fu and started an order of magical martial artists to bump back at the things that go bump in the night. Organization is more Sith than Jedi: there is basically no established organization, just random operators and their apprentices, although for gameplay purposes many of the younger Shih have decided forming their own Scooby Gangs is a good idea, because there's safety in numbers or something. But there's no hierarchy (not even asskicking == authority), no official historian or libraries or temples or anything like that. Just...random hobo people that can rip off a vampire's face if they learn the right technique.

I think a lot of this is to put the Shih in more marked contrast with Strike Force Zero (next chapter), but also because it's easier to insert random supernatural hobos into the setting than it is to posit Yet Another Ancient Mystical Organization(TM). Lack of any sort of organized base is harder on the players as far as resources goes, but also means that they can avoid all the office politics - there's nothing for anybody to fight about in terms of resources, presidency of the anime club, etc.

On the other pay: there's nothing for anybody to fight about. World of Darkness tends to be a talky game of subtle politicking and feeling out allegiances and shit (or at least it's supposed to be); the Shih don't have the internal dissension that mark...well, any of the major players (Vampires, Werewolves, Mages, etc.), so not having any sort of internal stress puts them about on the level of the original Mummy sourcebook. It's not Shih vs. Shih, it's Shih vs. everybody else. That's a very different dynamic than most WoD players and storytellers are used to. (Well, maybe not Storytellers.)

On Becoming A Shih Demon Hunter
The Shih primarily recruit from the survivors of a supernatural attack. Sort of like Batman.

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Unlike Batman, the Shih explicitly don't hold jobs and are apparently unable to actually earn money and have a normal life. This is weird on several levels; it feels like Moore maybe wanted to say this was a dedication-to-revenge thing, but it feels like he wanted a bunch of literal magic murderhobos.

Training
Every martial arts training montage you can imagine.

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Feels like the Dark Side has a better gym than we do.

All the physical and mental torture indoctrination the young orphans go through turns them into sociopaths efficient demon killers, and in addition to their training of body and mind, they learn to use their Chi. Based very loosely on traditional Chinese medicine and martial arts, Chi (or qi, ki, etc.) is basically your life force: the stuff that Eastern vampires (Kuei-jin) consume instead of blood points (sortof, it gets complicated), and is separated into complementary forces, Yin and Yang. We'll get into the mechanics a bit more, but basically the Shih treat their life energy as a resource pool. That makes a few interactions a bit...odd, but we'll get into that in the mechanics.
Bitterness, even hatred, often mars them. They sacrifice a great deal of their human lives to fight demons. They receive nothing in return. There are no physical rewards for their efforts, save the moneys they take from dead victims, and their constant encounters age them well before their time. It's not uncommon for a Shih in his late 20s to look twice his age. Physically, he might still accomplish phenomenal tasks, but he is likely to see himself deteriorate in leaps and bounds.
The mopiness of the Shih is up to 11 in this chapter, and I think the basic reason why is...Vampions. The Gothic punk setting requires a certain balance to achieve the desired atmosphere, but vampires & whatnot have a shitload of powers and get more with basically every sourcebook. It's easy to basically make them undead equivalents of the X-Men, blessed with suck (literally), but the day-to-day reality of needing to live off the lifeblood of others muted by all the really bitching powers they get to play with. All your average coterie needs are some spandex bodysuits and they're basically a superhero team...except they eat people.

Well, the Shih don't have to eat people. They're just mortal people who, through intense physical, mental, and spiritual training, unlock abilities which almost everyone can have. Plus, they have at least a nominally noble purpose in that they aim to stop creatures that prey on humans.

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...so, yeah. The Shih are almost explicitly street-level heroes around the level of Daredevil or early Iron Fist. And that's not quite the thematic niche that Jim Moore is going for, and wants you to fucking know that being a supernatural martial artist is supposed to suck because your parents are dead and no-one loves you.

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It's weird because...that's all there is. The Shih don't have internal divisions, so they don't have pages dedicated to different factions of the Shih and how they get along and what their special bonus/bad touches are. They don't have a global organization, since they're basically highly mobile bums wandering the Earth and can appear anywhere for any reason. We don't get a nuanced view of their dealings with other hunters or different types of supernatural; presumably they cover all that during your 10-15 (!) years of training. The fact that Shih themselves can be classified as monsters to be hunted, or how their abilities interact with other powers like True Faith, are touched on lightly and never brought up again...which is unfortunate, because there's at least a few points that could merit deeper discussion.

The Shih are basically like Shadowrun's physical adepts/magicians, and the only real difference they have from the World of Darkness Sorcerers is that the the Shih's powers usually involve punching something, and they have a dedicated line in punching the supernatural until they or it stop moving. Which is fine. Sorcery in WoD was and always has been a bit of a grab-bag, there's room in the mix for mystical martial artists, and it's a role that wasn't handled very well in WoD as a whole (yes, Mage has the Akashic Brotherhood, but that means the combination of a Magic Tea Party magic system with the frankly bullshit hand-to-hand combat system, which is so ludicrous that they use martial arts magic as an example of how to fail and Paradox fucking your up badly.)

But Moore & White Wolf don't want your hobo gish to be a superhero...and they don't want them to be a Jedi, either. We'll get into this a little further on, but the Shih are explicitly Human, and that short-circuits some of the other PC options and storytelling ideas that White Wolf likes to focus on, especially morality-as-a-mechanic. That's not saying that a Shih couldn't possibly end up on a vampire Path of Enlightenment or anything, but they aren't geared to seek out spiritual fulfillment.

They aren't really geared for anything except punching people. You could potentially have some "rogue" Shih that...uh...kill vampires and drink their blood, or kill drug dealers and take their money, or get a shave and a shower and join the police force, or obtain perfect enlightenment and become members of the Akashic Brotherhood or something, but those aren't really presented as options. Shih that make pacts with demons and get Demon Chi and access to Kuei-Jin disciplines are right the fuck out, which is kind of unfortunate because that would at least make for an interesting alternative.

Also not covered: how to fit these guys into normal play. They cover loner Shih and lets-come-together-in-a-small-group-to-kick-evil's-ass Shih, but not like "Hey, I'm a Shih, he's a psychic that talks to computers, she has a magic baseball bat that kills vampires, that dude is like Burt Gummer from Tremors except gunning for werewolves, and Malice over there is a medium-cum-street alchemist."

Which is actually a group you could put together, if you have enough WoD sourcebooks...but it's not a campaign style which is brought up, much less encouraged. When WoD did decided to consolidate and expand on hunters, they went a much shittier way. I don't know why.

These are one of those factions that's barebones enough, and standalone enough, that you probably could do some interesting things with them if you did a reboot. Not that anyone is clamoring for that, but as hunters go they have a very simple schtick and everything else is up to the players and the Storyteller.

Next up: Strike Force Zero.
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Post by OgreBattle »

Shih seem like a fun character to play as without any horrible hangups or problematic role playing prompts
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Post by SeekritLurker »

OgreBattle wrote:Shih seem like a fun character to play as without any horrible hangups or problematic role playing prompts
And it would be - if you had any real thematic options other than magic murder-hobo. The time I ran this, basically every character was exactly the same. One had a staff, one had a chain, one had a pet cricket, one had a bicycle. And that was basically all the differences between them.
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Post by Username17 »

When Teenage Mutant Ninja Turtles suggested a set of hobo heroes who could not be distinguished except by their preferred ninja weapons, that was the joke.

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Post by Ancient History »

Strike Force Zero
Strike Force Zero is a top-secret agency known only to the highest echelons of the Japanese government. Its agents -- renegades deemed too uncontrollable (or brilliant) for conventional service -- protect Nippon and surrounding areas from "paranormal" threats.
Japanese paramilitary fetishism dates back to the end of World War II, when they were forced to capitulate and the US disbanded their military, which up until that point had basically been running shit. When you see Godzilla films, note closely how the Japanese suddenly pull out awesome superweapons to handle the giant monsters. It's a subtextual call for rearmament, and it echoes through stuff like the EVAs in Evangelion or the heavily armed cyborg "police" officers in Ghost in the Shell or just plain tank police in Dominions Tank Police.

Which is a way to say: this stuff developed in a specific cultural context. And it's part of the reason why Fox Mulder in the X-Files isn't ex-Special Forces, and why James Bond might get an invisible car but doesn't have power armor. There's plenty of room in the imagination for government agencies that deal with the supernatural - from the X-Files to the Unusual Incidents Unit to DC Comics' Suicide Squad or Judge Dredd's PSI division or the B.P.R.D.

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Strike Force Zero was the brainchild of Geichin Okamoto, a traditional Japanese ninja (yes, really, apparently) that got a hard-on for monsters when, as a boy, he was captured and almost eaten by Tengu, and then later during WWII when one of them prophesied the bombing of Nagasaki.

A quick note aside: Tengu in Hengeyokai: Shapeshifters of the East aren't particularly cannibalistic and have a tradition of training mortal Hunters through an organization called the Grey Cloud Temple. I'm guessing Jim Moore didn't read that book, or maybe it came out later, but it makes his whole fucking backstory for the founding of Strike Force Zero fall apart. If they ever rebooted the thing, they'd probably make Okamoto a ninja kid that was trained in monster-hunting by the Tengu who then decided to bring modern technology and methodology to the task. But this is the kind of lazy shit that kills people about White Wolf books - missed connections that shouldn't have happened, if only the writers were communicating with each other.

Anyway, Okamoto went into business and founded a megacorp to finance his pet policing project: Strike Force Zero. Unlike the Shih, they're not hobos. Like the Shih, they are specifically outsiders:
Most are more adept at vieo games than at speaking to the opposite sex. In short, they are "goobs" -- dreamers and outcasts who spend more time surfing the Internet or playing roleplaying games than trying to fit in.
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Yeah, bit on the nose there.

Anyway, when you join SF0, they fake your death and give you a new identity. They expect total cutting of ties with the past. Even their appearance is changed radically. I think the Shih have it easier just recruiting orphans, but I guess it avoids any of those pesky personal ties on your character sheet.

So, once you're in, you're given a lavish apartment and issued four friends. Yes, each Strike Force in Strike Force Zero is a five-person team. Unlike the Shih murderhoboes, the Strike Forces are given lots of resources and information (some of it even correct), and issued assignments to go kill monsters.
Hunting down monsters is the easy part.
From a gameplay perspective, this is the quick-and-dirty road to assembling a small group of players and telling them to go do something on the barest fucking pretense. You are heavily armed secret agent monster hunters, this envelope contains your assignment. Go do what you do.

It's not a terrible premise, and I say that because when you think about it, most monster hunters rely heavily on individual initiative and luck which most players won't have. You have to get the PCs involved somehow, and while getting ordered to go kill a vampire or stake out the lair of a potential blood cultist might not be one of the more exciting ways to do it, it is a lot more straightforward than the PCs picking up a newspaper one day and reading that somebody's been stealing newborns from the local hospital and the police have no leads.

So, unlike the Shih, Strike Force Zero has an actual organization and levels of authority and stuff. Also, they've only been doing this since the 1950s so they don't know much about all the different types of supernaturals - kinda like the Foundation for SCP: they make some good guesses, but they get it wrong sometimes. This makes some of their files hilarious reading:
The good news is that the European legends of these creatures infecting others with their bites seem exaggerated. Agent Enicho has shown no indication of becoming a werewolf, even when exposed to the full moon. Efforts to study the legends of the werewolf as portrayed by Hollywood seem largely to have been a waste of time, though the silver bullets do, in fact, work very well. Still, werewolves are amazingly hard to kill.
Unfortunately, it then gets into nasty details like vivisection and seeing what the limits of a Garou's regenerative abilities are. Not a lot of ethical oversight for Strike Force Zero.

On the one hand, it's actually kind of refreshing to have an outsider-looking-in perspective for the World of Darkness: humans who just found out that the world is a lot more fucking complicated than they thought it was. As the SCP wiki shows, there's a lot of legs to that particular idea. Unfortunately, SF0's implementation is...a bit weak. Like the Shih themselves, these are still mortals going up against monsters, and not only do they not have super-martial arts but they don't have a clue about even half of what's going on...and, of course, they're just as likely to capture and vivisect one of the "good" monsters as they are the "bad" monsters (from a pig's perspective, they don't care if the person eating the BLT is Hannibal Lector or Santa Claus.)

Which is, again, a bit of a missed opportunity. I think if these guys were expanded a little in scope - not just Japanese, with a little more knowledge about how monsters operate, organize, and interact - this section could be a lot more fun. As it is, you're sort of like Agent 47 vs. the Lost Boys.

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But like the Shih, this is a one-off. Strike Force Zero never really got anything else in the way of development; one of many loose plot ideas that got forgotten about until Time of Judgment, and we're not going to talk about that fucking travesty. Also unlike the Shih, SF0 actually has more going on as far as "cybernetics" and weird super-hightech weapons and shit, but we'll get into that next chapter.

So, next up: Character Generation. And all the actual mechanics.
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Post by Omegonthesane »

SF0 should just be rolled into the Technocracy if they even get mentioned in the reboot, they're doing its job with its surface level aesthetics.
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Post by SeekritLurker »

Omegonthesane wrote:SF0 should just be rolled into the Technocracy if they even get mentioned in the reboot, they're doing its job with its surface level aesthetics.
I think there was a one-line mention somewhere that the NWO was backing SF0. Which was kind of silly and emblematic of the way that the Mage writers tried to grab all the toys.

But, you could literally throw together a bunch of unenlightened Technocrat groupies, give them some tech bits, and it would be exactly SF0. Except better integrated into the setting.

Also worth noting is that the SF0 teams where you were issued friends? The friends were specifically outlined such that your five person team resembled that of Voltron or Gatchaman. I don't have the book anymore, but it was something like The Leader, the Rebel, the Bruiser, the Kid, and the Girl. And, yes, it was actually outlined that way.
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Post by Ancient History »

Character Creation
This is actually a pretty large chapter, but we'll see if I can get through it in one post.

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The beginning of this chapter is your bog-standard WoD character creation template. It's a little simpler, because you don't have to select clan or tribe or any of that crap, just collect your points and assign them. This is actually quicker than you'd expect because they also load your characters down with requirements.

Every Shih has to start with at least 4 dots in Occult, Melee, Martial Arts, and Dodge, and at least 2 dots in Firearms and Survival. This doesn't help much as far as making your Shih characters differentiated from one another, since you don't actually start out with enough points right off the bat to get those numbers. No, seriously, character creation is handled in discrete steps with rating caps at each step, so at step 3 where you're assigning Talents/Skills/Knowledges, you can't have higher than 3 dots in anything:
No Ability higher than 3 at this time, which means that Shih have to spend at least nine freebie points (three on Martial Arts, two each on the other three Abilities) to raise mandatory Abilities to minimum levels.
You might ask why do it this way, since it seems like an exercise in sadism to make PCs do mental gymnastics for fucking mandatory stats. They could easily have just started them off with all their minimum mandatory dots and then given them less points to spend on free shit later. I don't have a good answer for you, except maybe that WoD players were used to the pain at this point.

SF0 players are given correspondingly fewer points, but much lower mandatory requirements (1 dot each in Brawl of Martial Arts, Firearms, Leadership, Melee, Occult, and Subterfuge). They also list out the five character types for an SF0 team (Cyber-rat, Bombadier, Assassin, Pilot, & Snoop) and their recommended skills, but you're free to ignore that.

Shih get shit for backgrounds (3 dots), but a bonus 3-point Mentor. For whatever that's worth to you, you can always drag your sorry ass back to Master Splinter.

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SF0 gets 6 background points to divvy up, plus a 3-point Backer.

Virtues...I mentioned before, there are no Paths of Enlightenment for Shih or SF0. Everybody's got a Humanity rating, and their virtues are Conscience, Self-Control, and Courage. These are actually reasonably important for Shih, because they determine how much of their Chi is accessible to be spent on powers and stuff. SF0 also cares about this, but to a much lesser extent.

The Shih start off with 1 dot each in three chi powers: Qiao of the Mo Kung, Qiiao of the I Shen, and Qiao of the Yu An. Every dot after that costs 10 freebie points. However, keep in mind that you have to spend at least 9 freebie points just to bring your skills up to mandatory minimum, and the Shih only get 21 freebie points, so that means they really only have 12 to play around with. They can buy an single dot of a power, or they can bump up their skill ratings. It's not a zero sum game, but you can start to see why all starting Shih look a lot alike: the character creation process severely minimizes your options, and even those aren't all good options.

SF0 agents get two pick two implants. Whoo. They also get 15 freebie points to purchase more implants or Numina.

The major takeaway from character generation: You are, basically, not going to be kicking ass the moment you step out into the game. The Shih are boxed in to be combat-oriented, they don't have the points or the options available to really do much else. On top of that, they're not even that good at combat - 4 dots in Melee and Martial Arts looks good on paper, but it's all about the size of the Dice Pools, so if you don't min-max your corresponding physical attributes, you're not going to be doing much...and even then, the first dot powers in Qiao (which we will get into) are weak sauce, and don't offer a great deal of versatility in terms of character building or roles.

Now, what I suspect they want you to do is focus on some of the options like Martial Arts Styles and Maneuvers, which are "free"...but we'll get to that in its due course.

New backgrounds...you don't really care, but since the SF0 characters have all the background points to spend, they give them lots of new backgrounds to spend it on: Arsenal, Backer, Equipment, Favors, and Rank. The only one you actually care about is Arsenal, which conversely is the only one that costs more per point, and which explicitly can't spend your background points on (gotta use your freebie points!) Why? Because Arsenal gives you more implants. Also, every implant after your 2nd lowers your Humanity by 1 point.

Chi
Okay, so as a Year of the Lotus supplement, instead of blood points or mana or gnosis, Shih and SF0 use and access Chi. Which is, funny enough, what Kindred of the East feed upon, so that's actually vaguely useful as a guideline. Mortals have 10 Chi, ideally split up 5 Yin, 5 Yang. How much of that they can access depends on their virtues: Courage maps to Yang, Self-Control maps to Yin (Courage also determines starting Willpower, so this makes Conscience your dump stat by default). Every two Chi points spent reduces the character's Health levels by one.

Note: The reason you have 10 chi is because mortals in Vampire: the Masquerade has 10 Health levels. However, actually making a 1-to-1 loss of Health levels for every point of Chi spent is insane. This is basically what you get when older, shittier system design choices arbitrarily constrain future expansion. They didn't have to set it at 10 chi. They didn't have to make losing Chi force you to lose health levels...except they already wrote that into Kindred of the East. So they're sort of fucked coming and going, from a game design standpoint.

Shih can make a difficult Stamina role to spend more Chi than they normally have access to from their Virtue rolls, but nobody's really done the math on these. On a d10, you have a 20% change of getting a hit on a difficulty 9 test. You only need one hit, and if you've maxed out your Stamina you've got five dice to play with. That doesn't guarantee you'll make it, it's like...

1 die: 2/10 = 20%
2 dice: 36/100 = 30%
3 dice: 488/1,000 = 48.8%
4 dice: 5,931/10,000 = 59.31%
5 dice: 67,232/100,000 = 67.23%

Something like that. This kind of stupid fucking numbers game is all over the mechanics in this book, btw. This is what Shadowrun went to static target numbers.

Hunters regain Chi through meditating - including Health levels lost by Chi loss! This is actually really bad from a mechanics standpoint, because it means Shih and SF0 are just fucking Chi batters to Kuei-Jin, but I think they had to balance "oh shit, we've given these guys a super-limited cast-from-hitpoints pool" with "oh shit, the things their fighting actually eat their fucking hitpoints." Imagine 1st-level D&D where instead of spell slots, you spent 1 hp for every level of the spell you were casting, and you still only get 1d4 hp at chargen.

You can restore your Chi faster if you meditate (Shih don't have the points for high ranks in this skill, so fuck off), or be performing oral sex on the Storyteller "excelling in what comes naturally to their character" - and making a successful Conscience (6) roll. This is so idiosyncratic it's gone way past idiotic to straight up depressing.

If you did treat Humanity as your dump stat, and you fail too many rolls, you may end up gaining a P'o rating. The P'o is sortof like the Shadow from Wraith, for Kindred of the East. P'o also reduces maximum Humanity rating, makes you more susceptible to some Kuei-Jin powers, and if you die with P'o 3+ you're probably coming back as one of the Hungry Dead. Honestly, that might be welcome upgrade depending on the kind of game you've been having up to this point. Oh, and you don't get Demon Chi or get to entire fire state (Frenzy, basically), because you're still human. You just have a nagging voice at the back of your mind telling you you're on the highway to hifl.

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...I don't have the energy to finish this. Tomorrow, part two: Powers, Implants, and Bobby Rants About Martial Arts.
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Post by Longes »

Shih can make a difficult Stamina role to spend more Chi than they normally have access to from their Virtue rolls, but nobody's really done the math on these. On a d10, you have a 20% change of getting a hit on a difficulty 9 test. You only need one hit, and if you've maxed out your Stamina you've got five dice to play with. That doesn't guarantee you'll make it, it's like...

1 die: 2/10 = 20%
2 dice: 36/100 = 30%
3 dice: 488/1,000 = 48.8%
4 dice: 5,931/10,000 = 59.31%
5 dice: 67,232/100,000 = 67.23%
The odds are actually worse because 1s substract from your successes.
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Post by erik »

Longes wrote:
Shih can make a difficult Stamina role to spend more Chi than they normally have access to from their Virtue rolls, but nobody's really done the math on these. On a d10, you have a 20% change of getting a hit on a difficulty 9 test. You only need one hit, and if you've maxed out your Stamina you've got five dice to play with. That doesn't guarantee you'll make it, it's like...

1 die: 2/10 = 20%
2 dice: 36/100 = 30%
3 dice: 488/1,000 = 48.8%
4 dice: 5,931/10,000 = 59.31%
5 dice: 67,232/100,000 = 67.23%
The odds are actually worse because 1s substract from your successes.
I have always hated that mechanic. Luckily d10s have odd and even numbers separated by halves so it is easy to roll it in such a way where you just get even numbers.
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Post by Ancient History »

Note: Ugh, I forgot about botches.

Character Creation...continued

Okay, so the Shih have access to nine 5-dot powers called Qiao. That might seem generous at first, but keep in mind that this isn't like Vampire or Mage where you start off with 3-5 dots of Disciplines of your choice; your first 3 dots are mandatory, and you might be able to squeeze out one more dot from your freebie points at chargen. These are the exciting powers that are supposed to allow you to go toe-to-toe with hungry ghosts and bakemono. Let's see what we've got.

Qiao of the I Shen
The Shih spends a point of Yang Chi and 15 minutes to inscribe the prayers, then casts them at her target (using a Dexterity + Occult roll; the demon can dodge the attack normally, and the Shih suffers standard firearms penalties for range.)
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This is your bog-standard ofuda or paper charm skill. By the magic of calligraphy, you make a little slip of paper that does something bad to supernatural foes. The good news is, you can prepare these things ahead (once created, the magic lasts for a day), so you can meditate and recharge your Chi.

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On the downside, you're spending a lot of your character's life writing little charms that if they hit don't do much. Sure, at 4 and 5 dots you engulf your supernatural enemy in flames or blast them with lightning, but let's be serious: you are never going to get five dots in any Qiao. It's never going to happen.

Qiao of the Mo Kung
Your second required one-dot power, this allows you to spend Chi to boost your attributes.
The Shih rolls Stamina + Meditation (difficulty 8). Each success increases the character's Stamina by one, to a maximum of 8. The character must expend one Yang Chi This increase lasts for the duration of the scene.
While self-buffing is actually not bad, since you want bigger dicepools, there are drawbacks. First, you have to roll a test - which is bullshit, you're already paying for it, and if you spend too much Chi you take damage. You can literally pump yourself to death. Second, they start off with Stamina, which is arguably the last stat you want to pump - because your combat monster skills are going to be Dexterity and Strength.

Qiao of the Yu An
This step costs one Yang Chi and lasts for one scene. The character can see wraiths, can detect hsien for what they are, and can even notice the hengeyokai in their mortal forms.
It's been mentioned before that there is no sense of balance to WoD powers. The first dot in any given power can be objectively better or worse than the first dot in another power. Hell, they can be worse than just buying a merit. A Shih with the Medium merit is 100% better than one with this power because they never have to spend Chi to use it.

Just to make clear, let's go over the three powers that the PCs start the game with:
- Can make a paper charm that causes minor irritation to supernaturals if it hits
- Can pump Stamina by 1
- Can see Wraiths and other supernaturals (provided they aren't using magic to hide)

...and all of those cost 1 Yang each. That's a tough fight if the PC goes up against a ghoul with a single dot of Potence. Or a liquored up Kinfolk with a shotgun. The second dots in those powers aren't much to talk about either. And...there's no reason for it. The Qiao powers don't really get competitive until you get four or five dots into a Qiao, and even then you're pissing away Chi to do anything. They should have just given each Shih 5-6 dots and told them to pick their own.

But lets do a quick review of the other six Qiao.

Qiao of the Feng (Yin) - Roll Willpower Tests to heal wounds faster. At 5 dots you can literally recover from cancer and radiation poisoning, but you never get to 5 dots.

Qiao of the Shi (Yang) - Combat monster power, let's you unleash a flurry of blows, punch ghosts, cause aggravated damage with unarmed strikes, etc. Why the fuck isn't this one of the defaults? I'd take it over paper charms.

Qiao of the Chien (Yang) - Supernatural countermeasures. Stops vampires from stealing your Chi (no idea how that works vis-a-vis blood points); at 5 dots you get to be a crappy pseudo-vampire, sortof. But you will never get to 5 dots.

Qiao of the Long Ling (Yin/Yang) - Supposed to be a sort of penance stare, but let's remember that Charisma is almost certainly your character's dump stat.

Qiao of the Meng (Yang) - Helps recover Willpower, correct Chi imbalances, and other Gweneth Paltrow crap. In a long campaign, might be important; there are no long Shih campaigns.

Qiao of the Zhu Mao (Yang) - Wire fu. Literally running over water and stuff.

A lot of these are grab-bags of somebody's favorite kung fu film powers, which is fair. Most of them are explicitly worse than the basic abilities that supernatural entities get just for existing. That's par for the course with WoD. It's not just that you as a mortal PC don't get nice things, but you are so much the red-headed stepchild you make me regress back to my younger self in sympathy.

The Shih have their own style of martial arts, "Mo Chi Kung Fu" (Devil Judgement, or so the guy at the tattoo place said). The basic idea is for every dot above the first in Martial Arts and Melee, you can pick one Maneuver (but the prerequisite for learning these maneuvers if Martial Arts 4, so that gets a little wiggy). There are nine special maneuvers associated with the Shih in this book, and they suggest you also check out the Maneuvers in other books.

The joke with martial arts in WoD is that every singe time someone writes rules for Martial Arts, they manage to write something different from every other martial arts rules in WoD. And it's a deep fucking rabbit hole to disappear down. This book, for example, suggests World of Darkness: Combat and the Akashic Brotherhood sourcebook. (Note: The Akashic Brotherhood are a Mage tradition with their own martial art, Do, which gets its own skill and is the focus for several of their rotes, or pre-determined spells, many of which mimic legendary martial arts feats.) For shits and giggles, let's actually compare a couple of these.

Demon Hunter X:
Snout Strike The shapeshifting hengeyokai all have sensitive spots, and for most of them - the mammalian ones at least - the snout is a weak point. The Shih learned this early on and have used it to their advantage when forced to do battle with a shapeshifter who is in animal or half-animal form. The Snout Strike is a short, vicious jab, or in some cases, a grab, to the muzzle. When executed properly, a Snout Strike targets the nerve ganglia of the shapechanger, causing intense pain, sever watering of the eyes, and a weakness in cognitive functions.

A successful strike inflicts normal damage for a martial-arts fist strike, but it also reduces the opponent's Dice Pool by two for one turn per success. A character can choose to keep the pressure on the sensitive area, but there's a serious risk: Continued pressure to the nerve ganglia can cause a hengeyokai to frenzy, at which point, the effects of the Snout Strike are ignored. This maneuver is most often used at the beginning of a conflict, to "Even the odds."

Roll: Dex + Martial Arts
Difficulty: 8
Damage: Special
Actions: 1
World of Darkness: Combat
Note: WoD:C maneuvers are purchased completely differently than the Mo Chi Kung Fu maneuvers, with Power Points; you get PP for every dot in Brawl or Do, Athletics, Melee, Firearms, or Dodge, plus you can buy maneuvers with freebie points or experience points.
Atemi Strike
Prerequisites: Brawl 4, Phoenix Eye Fist
Power Points: 4

Description: The fighter strikes one of his opponent's vital points, causing agonizing pain. The vital points are known as kyusho in Japan, tien-hsueh in China, kuepso or keupso in Korea, huyet in Vietnam, marman in India and rahasia in Indonesia.

System: The fighter must be able to strike an unarmored vital point on his opponent's body; if all of his opponent's vital points are protected, he cannot use this maneuver. If the maneuver is used successfully, damage from it cannot be soaked at all. However, the maneuver can be bocked in which case damage from it may be soaked as normal.

Cost: 1 Willpower
Initiative: -1
Accuracy: -1
Damage: +2
Move: -2
World of Darkness: Combat was released in 1996, Demon Hunter X was released in 1999, so we're actually looking at the original 1994 Akashic Brotherhood Tradition Book, not the 2001 Revised version. The 1994 book does not, despite what Demon Hunter X promised, contain any maneuvers; instead it has a couple of Do rotes, which Shih cannot use. However, Akashic Brotherhood also has a pointer to The Book of Shadows (1994), and that book, in addition to having more Do rotes, also contains some Do maneuvers. These are purchased like Shih maneuvers (one per dot after the first in Do):
Kiai
Roll: Stamina + Do
Difficulty: 6
Damage: none

When struck, the Brother emits a loud yell which expels all air from the lungs, tightens the stomach muscles, and draws the testicles up into the abdominal cavity (when applicable). This maneuver allows an Akashic Brother to focus his Ki (or Chi). Like a dodge, the Kiai must be declared during the attack phase of a turn, but other actions may still be taken (the Dice Pool must be split, as usual). For each success on this roll, one extra die may be added to a regular soak roll or an Intimidation roll if the character desires. If Kiai is used as a prerequisite for a Do Rote (see Book Four), the stylist rolls his Arete instead of Stamina + Do. The task is a manifestation of his enlightenment rather than a display of power. The roll may be done the turn before the rote is executed to avoid splitting a Dice Pool.
Also, while none of them mention it, there are martial arts rules buried in the Kindred of the East book. You have to pick whether it's a hard or soft style, which changes your difficulty for certain attacks and what maneuvers you can pick. The maneuvers work like Shih maneuvers, where you get one for every dot in Martial Arts after the first.
Mantis Stirke: This open-handed blow targets the opponent's vital organs or (against undead opponents) Chi gates and vitae centers. Difficulty 7, Damage Str + loss of one Chi point (if Kuei-jin) or Blood Point (if Kindred). Against mortals, the Mantis Strike inflicts Str + 1 damage.
...and that's not even all of them. You dig deeper, there are more things hiding out there. Some of them are even vaguely useful, but I'm going to harp on three things:

1) These are all completely disorganized and use a crazy mishmash of systems that don't quite interact well with each other, and you and the Storyteller need a come to Buddha meeting about how this shit works. Because many of the individual combat maneuvers from the different sources are straight up better than the powers that the Shih can buy...but the hard limits on buying them (5 dots in Martial Arts and Melee only gets you 8 out of the 9 Mo Chi Kung Fu maneuvers) means you're not going to be able to get all those maneuvers...unless the Storyteller ops to allow you to buy them using the WoD: Combat method (or even lets you buy Do in addition to Martial Arts, so you can get some Do maneuvers).

2) All of these are explicitly combat related, and combat in WoD is a sin. The system is terrible. Even if it wasn't terrible, most of the martial arts maneuvers have ridiculously high difficulty ratings, so while it's cool to literally thrust your hand into a Kuei-Jin's chest and make them unable to spend Chi for a couple of turns, your odds of actually getting that to go off are slim.

3) The designers were obviously not referring to the actual books that they referred the players to. They didn't have a goddamn clue how martial arts worked, they just had vague memories of something and went with it. That's just bad game design. Layer over layer of bad mechanics, and it's up to players and gamemasters to dumpster dive through 3-4 different books looking for...something.

I flipped through Demon Hunter X a couple of times and couldn't find it explicitly stated anywhere that the Shih couldn't take levels in Sorcery Paths, so that's technically also an option, although not one that's ever presented in this or any other product as far as I'm aware. I don't know why not, the Qiao are basically Sorcery Paths by another name, and you could work in Alchemy and Enchantment into the Shih aesthetic pretty easily. The Tengu-trained Goblin Slayers are explicitly trained in Sorcery in Dragons of the East (2000). Shih explicitly cannot buy Numina, however.

Numina
Numina is the plural form for numen, the Latin term for divine will or presence. In oWoD this was a catch-all for non-vampire powers, which mostly boiled down to True Faith and Psychic abilities. White Wolf sprinkles these throughout its products with abandon, pretty much never consolidating them into any kind of coherent system. Strike Force Zero gives rules for four different psychic powers, although there are a shitload more out there if you go digging. Unlike most of the other powers, there are very few systems involved - it's all a single dice roll and then the storyteller decides if that actually does anything.

Necro-Psi - You talk to the dead. Most of the powers here overlap heavily with the far-cheaper Medium merit, and are objectively worse than pretty much any brand of necromancy. Does not give any actual ability to command ghosts.

Cyber-Psi - You can talk to computers with your mind, kind of like a Scanner or a technomancer from Shadowrun. Has the drawback that you can "catch" computer viruses.

Cyberkinesis - You can control computers with your mind. There's a bit of overlap with this and cyberpsi, but it's hard to qualify the differences, except Cyber-Psi lets you surf the internet with your mind and this...doesn't.

Telekinesis - This is a variant of an existing version that lets you move stuff by expending Yang chi. You're generally limited by weight - it takes 5 dots just to levitate a full-grown human being off the ground.

Why do we have numina? I don't know. They're not very good. They're objectively worse than equivalent magic powers. Maybe people just like to feel special.

Strike Force Zero Enhancements
Like Shadowrun, SF0 divides their augmentations into cyberware and bioware wetware or bioenhancements. Cyberware is powered by Yang chi, wetware is powered by Yin chi. Like the Shih, the SF0 guys are limited in how much chi they can access. Some choice options:

Emotional Suppressors - Make the user immune to Delirium, etc. for a scene. So if a werewolf goes Crinos, the agent isn't automatically useless. Also causes debilitating chronic nightmares.

Night Eyes - Allow characters to see in the dark. No chi cost!

Spy Eyes - Detachable eyes with six miniature legs. Has to be sterilized before it's popped back in the socket.

Pulse Cannon - Implanted energy weapon. No, seriously. In a World of Darkness game. That's hilarious. 2 Yin chi per shot, which should probably be Yang chi but who cares?

Rejuvenators - Nanite healing system. Spend one Yang chi, heal one health level of damage.

Sheaths - Undetectable body pockets. For when you literally need to pull a gun out of your orifice.

Cyberclaws - Technically should allow you to use certain claw-based combat maneuvers...ah, but that brings us back to Martial Arts again.

Psi-Band Radio - No chi cost. Lets you talk to your team, hand's free. Like a cell phone in you head with no apps. Because this came out before apps were a thing. If this product was updated, would it have smart Psi-Band headphones?

Enhancers - Prosthetic limbs that give temporary +5 Strength in that limb only.

Webspinners - Thwipp.

Overall, this is...okay? It's not a robust cyberware system by any means. They don't cover going full transhuman by adding a third limb or what the practical limitations are, or what happens to the implant if you become a ghoul or a vampire or anything like that. Like a lot of WoD stuff, it's handwaved. But cyberware of any sort is pretty rare outside of a couple of bad Cyberpunk 2020 mashups and certain Technocracy supplements, and oh shit yes we're going there in chapter four, Storytelling.
Last edited by Ancient History on Sat Apr 28, 2018 1:55 pm, edited 1 time in total.
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Post by Longes »

Qiao of the Yu An
Quote:
This step costs one Yang Chi and lasts for one scene. The character can see wraiths, can detect hsien for what they are, and can even notice the hengeyokai in their mortal forms.


It's been mentioned before that there is no sense of balance to WoD powers. The first dot in any given power can be objectively better or worse than the first dot in another power. Hell, they can be worse than just buying a merit. A Shih with the Medium merit is 100% better than one with this power because they never have to spend Chi to use it.
It's better than you think. Medium merit explicitly doesn't let you see squat - you can only feel the presence and only of ghosts. This power is a broad supernatural detector. It's worse than what Hunter the Reckoning dudes get innately, but better than what most other splats get.
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Chapter Four: Storytelling
This chapter is for the Storyteller only. There are some things that players are meant to learn in the course of the story, not beforehand. If you are a player and enjoy solving mysteries during the course of the game, please stop reading now. If you're the Storyteller, read on.
Image

So, the Secret History of SF0 is...it started off when Ninja Founder needed industrial spies, and was eventually co-opted by the Zaibatsu, the Japanese branch of the Technocracy. All the cyberware that agents enjoy? Magical artifacts, just powered by Chi instead of Quintessence. The Zaibatsu use anime, manga, television, and film to spread the idea of super-technology as propaganda so that they can field super-technology faster.

We then get some straight-up Yellow Peril about the various criminal organizations of the Asian underworld. Not enough to actually use beyond bad caricatures and stereotypes, but a paragraph or two on the Yakuza and Tongs and Triads.

Then we delve into Storytelling in proper WoD tradition with...a weird, rambling rant on the difference between terror and horror. These are, horrifically enough, given their own rolls. This is exemplary of a major problem that WoD has always struggled with: trying to marry the mood with the mechanics. The whole reason Nature and Demeanor are assigned/selected by characters is as an aid to roleplaying - and that is reinforced with the carrot that if you roleplay your character "correctly," you get rewarded - your Willpower recovers, your Chi recovers, whatever. Of course, what this ends up meaning is that instead of people selecting Nature and Demeanor relative to the kind of character they would find it interesting to play, they tend to pick the ones that give them the most freedom of action to play how they want.

Terror and Horror tests are kindof the stick.
So, in order to avoid a panic attack from the alarming implications of vampires infiltrating most of the world's governments, the aforementioned character needs to make a Self-Control roll. The difficulty of the Self-Control check is in the hands of the Storyteller.
This is, badly disguised, essentially Call of Cthulhu's Sanity check. And like that, if you botch, you end up gaining a permanent Derangement. That is terrible.

Then we get a section titled World of Darkness, Anime-style.
We've already discussed how Yin and Yang Chi are recovered naturally, but perhaps we should add a few new aspects to the game. Let circumstances and character reaction play a part in the recovery of Chi and see if it doesn't make a difference in how the players react. For example, most anime involves a group of people working together. In the classic anime tales, the group was normally four or five characters (coincidentally enough, just like a Strike Team), and there were almost always a few rivalries.
This is where they literally talk about how one team member should be the Handsome Leader, another the Beautiful Girl, the Rebel, the Bruiser, and the Geek.

Image

This is all terrible bullshit, but the list of recommended anime isn't terribad, even if nowadays nobody will recognize it because we're all watching One Piece, Dragon Ball Super, Borotu, and One Punch Man (okay, even those references feel dated. I don't keep up on anime.)

After all this bullshit, we finally get to Running A Demon Hunter X Chronicle. This is important, because so far we've seen a lot of cargo cult game design, missed opportunities, and character concepts that look like the fell out of the NERF tree and hit every branch on the way down. The Shih are supposed to be mystical martial arts badasses and I wouldn't give them even odds on a fight with a beginning ghoul with Potence 1...and that's all down to the mechanics. They're starting the game with a very limited resource pool - 5 Yang chi, if they minmax, and using all of that will fuck them up. And their starting powers don't let them do aggravated damage, or keep up with Celerity/Black Wind, or heal faster. A canny player that pulls out all the stops cherrypicking maneuvers while the Storyteller just pencil-whips things might get a few tricks which, if they are very lucky and plan ahead, means that a couple of Shih could take down a beginning vampire or werewolf that isn't actually spec'd for combat...but what kind of fucking game are they playing at that point?
Chronicles involving Shih should be as much about about solving the mystery of why a given demon decides to misbehave as they are about stopping the aberrant behavior. There should always be a reason, and there should always be a solution.
The basic approach Jim Moore takes is that the Shih are like supernatural cops or D&D-style druids or something who step in when things get bad and restore the balance. Ghosts are acting up? Find out why, put a stop to it. That doesn't mean punching ghosts, although punching ghosts might happen along the way. More dead bodies than usual found drained of blood? Gotta go find out what's up with that, put a stop to it.

I can see where this approach is coming from. It's a "it's Chinatown, Jake" attitude. You don't want justice, you just want peace. The problem is, the Shih aren't geared for that according to their backstory, and the Shih aren't geared for that mechanically. According to the fluff in the front of the book, the Shih are there to hunt monsters. And according to their builds, their abilities are focused solely on hunting monsters, to the exclusion and even the detriment of all else. The Shih are not supernatural detectives that police the monsters of the world; they don't go around making sure the different tribes of hengeyokai are playing nice with each other and the Kuei-jin only eat every tenth baby or something. They're supposed to be badass motherfuckers that kick werewolves in the snout, burn vampires to the ground, and steal their wallets because they haven't had a meal in the last three days.

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And there's room for complexity in that. If the PCs motivation is to be monster hunters, the monsters themselves are often antagonistic toward one another, and would probably manipulate the Shih to off their enemies when possible. That's an entirely fine approach, but Moore presents that as a "mutually beneficial arrangement" and...that's not really the vibe I get from reading the first half of the book. The enemy of my enemy is sometimes also my enemy.

Moore spends some time talking about a solo Shih chronicle. Aside from feeling weirdly intimate and lonely, this seems like a bad idea, because a solo Shih is not going to level up quickly enough to deal with any sort of actual threat. Character advancement on Qiao is current rating x 8 XP. Even assuming that your character is fairly min-maxed from the get-go - maxed out Melee, Martial Arts, and Strength or Dexterity, Courage and Self-Control - the Qiao are your only real weapons against any level of supernatural threat, and if takes a couple dots in them to get anything actually useful. I don't know if a Shih chronicle can last that long.

Multi-player Chronicles with Shih don't get much love. The idea of just having a mixed bag of monster hunters doesn't even cross Moore's threshold at this point. The idea that you might have a Shih, a Goblin Slayer, a medium, a hedge wizard, and a psychic dude with a magic baseball bat just doesn't cross the radar of possibility. Which is too bad, because there could be some legs to a hunter campaign, if there were enough options for player characters - and if the options were more distinct than just picking a clan/tribe/whatever. But that would require a fairly radical rethink of how White Wolf packaged its products.

Strike Force Zero Chronicles, on the other hand...
The Force's agents are, in short, dangerously ignorant. Their only saving grace comes from their secret benefactors, who take every opportunity to learn as much as they can, and who've made an art form of torturing information from the more reluctant "guests" of the Strike Force.
This could be played a couple ways, but Moore is insistent that beginning agents start out with no inkling of what they're about to face. Which is damn hard to do for veteran White Wolf players, who have read the books and know a thing or two about how the world works. Expecting them to pretend they don't know shit doesn't really work very well, unless the Storyteller throws curve balls at them. It's lazy and terrible fucking Storyteller advice.

As for chronicles themselves...there are a couple suggestions for missions. The most popular one is "left hand doesn't know what right hand is doing," with the example:
Imagine a situation in which the characters are examining a small town suffering from a strange ailment. After some extensive research, they discover that the deadly Antimutation retrovirus they created is responsible for a dozen or more hideous deaths, an that it somehow was taken from under their noses and employed in what was apparently a field test. How would the characters react, especially if they discovered their "cure" also killed the werewolves' innocent relatives who shared that lycanthropy gene in a dormant state?
Having SF0 being basically the testing ground for anti-supernatural weapons by the Technocracy is actually a great idea, especially if the PCs start to catch on to it and question what's going on. Of course, this quickly could turn into a rogue SF0 team, which is a much more complicated game because it would invalidate a lot of their hard-paid-for backgrounds.

Another option which is interesting is "undercover agents." I'm not sure how undercover you might get with a pulse cannon in your arm, but yeah, I can see some agents going undercover in a cult or something, to see if it's anything they actually need to get involved with or just a bunch of kooks or creepy Quiverfull movement types. But again, that's tricky: undercover stuff tends to be solo storylines, or one face character and a support team, and gets really difficult to play at the table.

There's a couple other ideas tossed out there, but nothing really fleshed out. I think Moore might have been struggling with which anime plots to steal. Thankfully Tokyo Ghoul Police hadn't come out yet.

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Mixing Demon Hunters
Basically, Moore discourages trying to mix Shih and Strike Force Zero.
You're dealing with more than a difference in how to hunt monsters, you're dealing with different ideologies.
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Fuck it, let's kill some vampires!

I like to think, at the point that players have already decided to sit down at a table together, most of them would basically agree to play nice at least as far as addressing whatever the mission at hand is. If ideological conflicts arrive because one character thinks all werewolves should die and the other wants to yiff the catgirl, they can have that conversation at the appropriate time.

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And...that's it, really. Presumbaly they figure all the fun details of hunting various types of supernatural has already been handled in various hunter books, because they don't talk about it here. They focus mainly on the threats you can hit - vampires, Changing Breeds, fomori, sorcerers - ghosts aren't given much thought and Mages are just going to do horrible things to you, and then go to work on what's left. Faeries are right out of the equation, as are mummies and some of the other rare critters. There are more things on Earth than in their philosophy, and they can't punch all of it.

Appendix
There's one of these because of course there is. Standard nonsense legendary DM-penis NPCs like "The God Slayer." Then we get some magic weapons, most of which you're never going to use, but also the Striker Guns used by SF0; these are basically the Lawgivers from Judge Dredd, complete with only firing when their authorized user is holding them (even possessed agents can't fire them!) and having specialty ammo like silver, trackers, rubber bullets, and "ectoplasmic disruptors" which fuck up wraiths.

Then we get some sample characters.
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For reasons I don't fully appreciate, the Shih Wanderer (here pictured on the back) has some Asian language characters tattooed on her bare ass.

...

Thoughts & Meditations
What was the point of this book, specifically? Neither the Shih or SF0 are explicitly character types anyone was asking for; it loads both character types down with restrictions, and it's reluctant as hell to give them anything without an arbitrarily large cost. The Shih and SF0 suck. They didn't have to suck, there's genuinely a place in the World of Darkness for Asian-themed Hunters that specialize in hunting the indigenous supernatural threats. There's nothing wrong with either an ancient order of mystical martial artists or a secret government MIB agency aimed at fighting against the terrible secret threats that endanger the world.

It's really the execution which is just, well...lazy, half-assed, and undeveloped.

We've talked about how running a campaign where the player characters are weaker isn't necessarily a bad thing. It increases the challenge at lower levels of play, sure, but in turn it rewards creativity...and especially in games where leveling up has hard limits and low-level campaigns have their own harsh aesthetic, that can be cool. You don't have to be a master sniper to be a shadowrunner. You can have a game where the stakes are low and bloody and personal, and that's fine.

But you do NEED stakes, and you need a way to get player characters involved, and they need to get onboard with things. "Monsters are real, we need to fight back." is a solid pitch. It has some interesting ramifications. SF0 as subtle and unconscious enforcers of the Consensus means that they might face some of the less-nice "good guys" of the setting - teenagers that just Awakened and are using Mind Sphere to date-rape their way through highschool, a hedge wizard who is also a domestic terrorist bombing libraries, a puppy that just went through its First Change and ate the mailman - and that's not counting nasty shit like Black Spiral Dancers or Giovanni zombie-prostitute rings or a Redcap out on a spree-killing.

Most of the World of Darkness games are inward-looking. Kindred care more about what the other vampires are doing than about whether or not the werewolves are having a territory dispute because Longfang pissed on Ironsnout's favorite tree. Political chronicles tend to look at inter-sect rivalries and disputes, not worry that the police are closing in on the player characters to try and "arrest" them for a late night snack three in-game weeks ago that left a family of four drained in a burning car.

It's part of the reason why White Wolf tended to take so long to look outside of the comfortable milieu of North America and western Europe. It's not just that they were too busy looking at their own assholes, but the games are designed to make their assholes look so interesting, you don't wonder what might be going on anywhere else. There's not a lot of reason for a werewolf to go to Japan when their cairn needs protecting right here in Chicago. Or, in this case, no reason for Buffy to go to LA when there's a Hellmouth in Sunnydale.

Like a lot of WoD, I guess it's the missed potential that kills me. Ki-powered mystic martial artists fighting a centuries-long war in the shadows against vampires and werewolves has legs. It can even have Gothic punk legs, if you spin it right - a newer generation of Shih and SF0 agents, questioning their purpose and the rules they work under. Making alliances, enemies. It could work. Just not like this.
Last edited by Ancient History on Sat Apr 28, 2018 11:13 pm, edited 1 time in total.
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erik
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Post by erik »

The buttoo's look like they were going for these characters &#29579; &#12459; ... but got the second one as a mirror image, maybe because the original art got flipped to fit with the page layout.

&#12459; &#29579; = King?

Ass King? Thanks for asking?

I dunno.
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Post by hyzmarca »

Ancient History wrote: Also not covered: how to fit these guys into normal play. They cover loner Shih and lets-come-together-in-a-small-group-to-kick-evil's-ass Shih, but not like "Hey, I'm a Shih, he's a psychic that talks to computers, she has a magic baseball bat that kills vampires, that dude is like Burt Gummer from Tremors except gunning for werewolves, and Malice over there is a medium-cum-street alchemist."

Which is actually a group you could put together, if you have enough WoD sourcebooks...but it's not a campaign style which is brought up, much less encouraged. When WoD did decided to consolidate and expand on hunters, they went a much shittier way. I don't know why.

These are one of those factions that's barebones enough, and standalone enough, that you probably could do some interesting things with them if you did a reboot. Not that anyone is clamoring for that, but as hunters go they have a very simple schtick and everything else is up to the players and the Storyteller.

Next up: Strike Force Zero.
So, it's basically an anime emulation without enough PC archetypes to put together Love Hina?
SeekritLurker wrote:
OgreBattle wrote:Shih seem like a fun character to play as without any horrible hangups or problematic role playing prompts
And it would be - if you had any real thematic options other than magic murder-hobo. The time I ran this, basically every character was exactly the same. One had a staff, one had a chain, one had a pet cricket, one had a bicycle. And that was basically all the differences between them.
I'd want to play it as a harem anime. Pick one character to be an unemployed everyman who is inexplicably attractive to quirky superpowered women. Everyone else plays quirky superpowered women.


Actually fuck it. Let's just forget about Demon Hunter X

A Hapless Mortal who can't pass his college entrance exams meets
a Hot Vampire who has a rivalry with his childhood best friend who is
a Cute Garou that's being hunted by his incest-fetishist cousin who is
a Bookish Technocrat who owns a defunct hotel that's being haunted by
a Demure but Sexually Frustrated Wraith.
Last edited by hyzmarca on Sun Apr 29, 2018 4:02 pm, edited 1 time in total.
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erik
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Post by erik »

The hapless mortal doesn’t sound that fun to play. But a group that effectively has a ward they want to protect and serve, that writes adventures like nobody’s business.
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Post by Username17 »

Renkin San-Kyuu Magical Pokaan has a Robot Girl, a Werewolf Girl, a Mage Girl, and a Vampire Girl living together and trying to figure out how to human society. Seems like obviously the sort of thing you'd try to grapple with first.

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But White Wolf never got their monster superfriends team games working. Even in nWoD when someone realized that they'd have to use common mechanics to get there they still didn't because the abilities and weaknesses of the different splats didn't play nice at all. And even when they finally broke down and made Promethean, they still didn't have playable robot girls because Promethean was a dumpster fire.

So fucking weird, people had been asking for Promethean frequently and insistently since about 1992. And it never got made for oWoD at all, and the version they made for nWoD didn't cover most of the options people wanted (you can't be Robot Maria and you can't be Raggedy Anne) and was basically unplayable regardless.

White Wolf was always weirdly miserly and myopic about what character concepts they'd allow or even consider. And this despite always spitting out absurd amounts of content both from a page count and world building standpoint. Seventeen fucking tribes of Werewolves plus Werebats, Werecrocodiles, Werecats, and Wereravens, and fucking none of it lets you do American Werewolf in Paris.

-Username17
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Post by LeadPal »

erik wrote:The buttoo's look like they were going for these characters &#29579; &#12459; ... but got the second one as a mirror image, maybe because the original art got flipped to fit with the page layout.

&#12459; &#29579; = King?

Ass King? Thanks for asking?

I dunno.
&#21147;&#29579; means "Powerful King." It might be a reference to this OVA.
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Post by Whipstitch »

Ancient History wrote:Second, they start off with Stamina, which is arguably the last stat you want to pump - because your combat monster skills are going to be Dexterity and Strength.
Especially given that buffing your soak pool is a bit ass backwards if you have to cast hit points to do it. I mean, it's not actually all that hard to write abilities that are strong enough to overcome that sort of anti-synergy--god knows Shadowrun mages have never complained to badly about the nose bleeds you get from protecting yourself with illusions--but given that White Wolf is the same company that wrote the nwod Fortitude rules I can easily imagine them fucking it up.
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erik
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Post by erik »

LeadPal wrote:&#21147;&#29579; means "Powerful King." It might be a reference to this OVA.
Thanks, sounds probable. I'm just pleased with myself, despite my lack of knowledge regarding kanji's, I figured out the picture was a mirror image of the original due to the layout person not having any fucks to give.
Last edited by erik on Sun Apr 29, 2018 8:05 am, edited 2 times in total.
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