Tribal Advantage
Grand Etiquette
Hakken take appearances very seriously. For this reason, the
Hakken are masters of how to look and act. When in a social
situation, a Hakken may spend a Gnosis to double his Social
Traits for one Challenge, up to a maximum of six. This is
identical to the Shadow Lord Tribal Advantage.
Tribal Disadvantage
Dishonorable Intentions
For Hakken characters, Storytellers may wish to award Reknown
based on the warriors code. Benevolence, wisdom, and
straightforwardness are the most important parts of the code. The
other tenets are significant, but should gain less of a reward.
Perhaps more important than rewarding Reknown is taking it away.
Penalties for dishonor, cowardice, disobedience, or foolishness
should be about twice as harsh for the Hakken as for the Western
werewolf. This is identical to the Shadow Lord Tribal Advantage.
Gifts
Hakken begin with three Gifts. They start with one from tribe,
one from breed, and one from auspice. Those who follow the Way of
Emerald Virtue and are sworn to the courts begin with one Hakken
Gift, one general hengeyokai Gift, and a breed Gift. They may
also use any Shadow Lord Gifts in addition to those of their own
distinct subtribe.
Basic
Dream of a Thousand Cranes
This Gift grants a user good luck for a short period of time. It
is taught by an Ancestor-spirit.
System: The Hakken folds an origami
crane and makes a Static Social Challenge. Success
gives the Hakken +2 Traits to one chosen Ability for the scene.
Fair Path
It is considered highly dishonorable to appear at
moots and ceremonies in disheveled or unpurified state. A
Water-spirit teaches the werewolf how to appear perfectly dressed
and groomed. This is quite useful when coming from battle to
speak with the daimyo.
System: To active this Gift, the Hakken dips his hand in clean water and the player makes a Static Social Challenge. A success gives the Hakken the bonus Social Traits Groomed and Elegant until the end of the next scene.
Storm Winds Slash
While the daisho are not weapons of lethal combat
among the hengeyokai, Hakken are not above using them to slay
lesser opponents such as bakemono. By utilizing this Gift, Hakken
may wound an enemy at a distance by executing a secret cut
technique. As the werewolf slashes with her katana, a very real
wound appears on her opponent, mirroring the Garous strike.
A Metal or Wind-spirit teaches this Gift.
System: To use this, the Hakken spends a Gnosis Trait and Makes a Physical Challenge against her target. It is treated as a regular katana strike and does not cause aggravated damage. It may be dodged normally. Range is 50 yards.
Intermediate
Dark of Night
By using this Gift, the Garou may cause temporary blindness in
his opponent, as they see nothing but inky blackness. Using this
Gift in formal duels is considered a grave offense causing the
user to lose four Traits of temporary Reknown in each category.
He also cannot gain any Reknown from such a tainted duel, even if
he wins. A Raven-spirit teaches this Gift.
System: The Garou empties a vial of ink and makes a Social
Challenge against his target. If he wins then the victim is blind
for one hour.
Living Treasure
The Hakken prize ancient art pieces and often have such objects
in their homes. Most of these treasures have spirits in them that
impart bit of wisdom to the Garou. This Gift persudes the spirits
in these objects to speak about their tales. An Ancestor-spirit
teaches this Gift.
System: After the Hakken touches the object, she makes a Static
Social Challenge. The object will then speak briefly about its
past. This Gift may even be used on common items; a gun may speak
of its owner, or a teacup of the Keui-jin ceremony where it last
saw use.
Divine Wind
By using this Gift, the Hakken summons a terrifying storm upon
the affected area. Trees uproot and cars are tossed about like
paper cartons. Nothing can withstand the force of the wind which
destroys buildings, cars, and life. An Ancestor-Spirit or
servitor of Narukami, Lord of Thunder, teaches this Gift.
System: By spending a Rage point, the Garou causes a furious
storm to cover a one-mile radius. The Damage inflicted is left up
to the Storyteller and any unprotected beings will likely be
hurt, if not killed, by the storm. The storm only lasts for a few
short turns, but it can rival a hurricane in its
ferocity.
Rites
Rites of Death, Punishment, and Accord are those most frequntly
practiced by the Hakken. Rites of Reknown are performed
infrequently, but are always causes for tremendous celebration.
Basic
Rite of Seppuku
Without a doubt, the most solemn ritual is the Rite of Seppuku.
Many Westerners find the notion of ritual suicide abhorrent and
think it is merely a way of showing protest for a daimyos
policy or rules, or because the Garou has failed in his duties.
The rite, however, is much more than that. It restores lost honor
to the performers clan or allows the Hakken to join his
departed daimyo if he feels he cannot continue without his
guidance. If the daimyo is still alive, it is proper to request
permission before beginning this rite. The Hakken gains
approximately five Traits of Honor and two Traits of Wisdom
posthumously for participating in the Rite of Seppuku. His clan
is likewise given great esteem.
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