From: Subject: Orientals - Hibakusha ----------------------- ------------------------------------------------------------------- Hibakusha The Hibakusha were a clan of vampires originating in South East Asia and migrating to India and Japan. They were unique in that they gained their po wers from those they fed upon, gaining skills from their mortal herds. However when the kindred of the second city discovered them the Hibakusha were overcome by the strength of their blood. The powers they gained were so potent that the y were forever changed and unable to use the powers of others they fed upon. De sperately the Western vampires cursed the Hibakusha but the Easterners only bec ame unable to drink from whatever clan they had inherited their powers from. Th is caused great enmity between the Western and Eastern kindred as the Westerner s attempted to diabolise their Eastern counterparts. The clans the Hibakusha dissolved into are Brujah----------------> Kasa (Japanese) Children of Set-------> Drukpa (Bhutan) Gangrel---------------> Kuei (China) Lasombra--------------> Kyuketsuki (Japan) Malkavian-------------> Mora (Siberia) now destroyed Nosferatu-------------> Mamono (Korea) now destroyed Salubri---------------> Sanatan (India) Toreador--------------> Hantu (Malaysia) Ventrue---------------> Onyudu (Japan) (Message Vampire:33) Date: Mon, 15 Nov 93 08:27:08 -0800 From: Subject: Orientals - Hantu ----------- ----------------------- ------------ Hibakusha Hantu Bloodline of Malaysia. The Hibakusha Hantu were one of the first Hi bakusha clans to declare war on those they had inherited their powers from - t he Toreador. The Toreador were everything the Hantu despised - lazy, arrogant, decadent vain and boastful. The occupation of Malaysia and Borneo by the Europe ans was the worst thing that could have happened to them. The sudden influx of British, French and Portuguese Kindred, mainly Toreadors, was a great blow to t he Hantu and many died the Final Death or were diablerised by the Europeans whi le fighting to reclaim their dinners. When the Europeans were finally kicked ou t in 1957 and Malaysia was officially made a Muslim country (no drugs, no alcoh ol) it was a great victory in a hard fought war for the Hantu. The perfect blend of fighting spirit and grace is what the Hantu seek to obtain . These Warrior-Entertainers have honed their skills of dance, acrobatics and f ighting to such a degree that often their mortal enemies the Toreador become en tranced by their beauty and grace at high levels of the dance. At level 3 Dance they can roll to see if they can use their skills to entrance any watching Toreadors. Roll DEX + ACRO + MELEE/BRAWL/MART ARTS - Toreador's SELF CONTROL difficulty Toreador's WILLPOWER. It has been suggested that the Hantu developed this fighting style to play upo n the Toreadors' weakness. However the behaviour of the Toreadors is also influ enced by the Hantu's weakness. The Hantu's susceptibility for drugs and alcohol so prized by the Toreador make it far more difficult for the Hantu to infiltra te them secretly. Founder: Hibakusha 6th Generation Rhi'keseaza. Opinions Brujah " Opponents of note but they do not appreciate skill preferring brut e force ". Gangrel "some humility - the only cammies worth talking to ". Malkavian "to watch these you need eyes in the back of your head" Nosferatu " no style, no grace and ugly as hell - untrustworthy". Toreador " the enemy ". Tremere " their powers are impressive but don't get involved in their plots " . Ventrue " give them an inch and they will take all you have ". Settite " drug dealers and terrorists, they'd stick a needle in your arm as s oon as shaking hands ". HANTU Nickname: Dancers. Origins: Malasia. Appearance Although originally from Malasia the Hantu now have many European an d African kindred. They often have bizarre hair styles and tattoos Haven: As they often use their talents as part of acrobatic shows they often live in R.V.s or converted circus wagons. Clan Disciplines: Celerity, Animality, The Dance. Weaknesses: The Hantu are extremely suseptable to alcohol in the blood stream o f their victims. 1-4 downtown, 1-5 uptown, 1-6 rack their victim has been drinking and the Hantu suffers the effects of alcohol. Backgrounds: The Hantu are most often of entertainer concept with Physical stat s and Skills primary. They need at least two dots in Athletics and Dodge. The Dance. Level 1:Fury of Vengance. By rolling Stamina vs 7 the Hantu cancels out wound penaltys of up to (success) levels for (Wits) rounds. Level 2: The Shadows Coil. By dodging and weaving the Hantu may cancel out any attacks made on hi m by any one opponant as long as he does no other actions. Level 3: The Woven Mist By a series of confusing dodging and taunting the Hantu can reduce the dice pool of her opponant by one for every success on a Manipulation + Athletics vs opponants Wits +3. Level 4: Transfix. By hypnotic song and gesture the Hantu is able to plant subconcious thoughts into the mind of their subject (this takes about 5 minutes) o n a successful Manipulation + Subterfuge vs Wits +3. Level 5: Storm Of Blades. By spending a blood point and rolling Dexterity + Athletics vs 7 the Hantu can double her number of melee or brawl attacks. Level 6: The Whirling Death. By spending 2 blood points the Hantu becomes a fighting machine. All HTH attacks are doubled, STR +2, DEX +2, STA +2 and no wound penaltys apply until the combat is over. The penalty for this is two aggravated health levels lost due to fatigue.