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MET Hakken

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 warrior’s 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 Garou’s 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 daimyo’s 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 performer’s 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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