Showing posts with label strange tales from a chinese studio. Show all posts
Showing posts with label strange tales from a chinese studio. Show all posts

Sunday, October 30, 2022

MAKING ADVENTURES FOR STRANGE TALES OF SONGLING

A couple of years ago I released a game called Strange Tales of Songling, a horror RPG inspired by Strange Tales from a Chinese Studio* and movies like Mr. Vampire and A Chinese Ghost Story. I'm currently working on a new game using the same system. That won't be out for a while, but in the mean time, Strange Tales of Songling makes a perfect Halloween one-shot (or even a short campaign) and I wanted to give some adventure design advice for it as that is a question I am frequently asked about. 

For anyone in need of a quick adventure, I would point them to Head of the Teahouse which I put on the blog a couple of years ago, or to the four sample adventures in the rulebook. You can also check out The Starlit Inkstone, which is a small sandbox I put together for the game. For those who want to make original adventures but are having trouble, this section is provide some guidance. What follows is simply what has worked for me, so feel free to try it, but ultimately use what works for you. 

Also a note on availability. The PDF is available HERE, while the print version can be found HERE (our PDFs and our print books are on different sites which has created some confusion on where to find the print editions). 

What is Strange Tales of Songling?

Just to cover the basics for those not familiar with the game, Strange Tales of Songling uses a modified version of the Network System, which was originally a rules light RPG that became more complicated in different incarnations. It takes the latest version, Wandering Heroes of Ogre Gate, and brings it down to the essentials and adds character paths so that it isn't a point buy system (players have some choices for powers and skill allotment but these are all determined by their path). The simplified system is smooth, very simple, and fast. I think this is essential for horror because it reduces things like needing to look up rules in the book. 

It is designed to be played as monster of the week. The game is packed with monsters and while each individual adventure allows for maximum freedom, for the purpose of making one shots and short term horror campaigns more feasible, it is assumed there will be an adventure that everyone buys into that evening. I sometimes called this approach a contained sandbox because it doesn't have any expectations beyond the starting point. The characters can spend the whole adventure running from the threat screaming or engaging all the elements, it doesn't matter. Generally it is meant to be played either as a one shot or as a 10 session campaign (and longer campaigns string together many ten session campaigns that are multi-generational). 

Making Adventures for Strange Tales of Songling

I get asked a lot about making adventures for Strange Tales of Songling. I don't know why, it is not one of our better known games I believe, but when I hear from people, this is normally what they ask me. They also often express reluctance because they worry they don't know enough about the genre or history to run an adventure. I am going to address both these concerns here.

I 

First on not knowing enough. I studied history in school and one thing I like to do with history is take a positive approach where people are encouraged to learn but aren't fearful of making mistakes. One of the worst ways I saw history taught was being overly critical, belittling people for their lack of knowledge or draining any enthusiasm they had by stealing their confidence and excitement. It is also a critical tendency I can fall into myself (especially if I am watching a movie for instance that has notable historical errors). With time I learned to relax more about this stuff and as a result, I became better at learning history. To be clear I am not an expert in history, I was merely a history student and continued to maintain an interest in history after I graduated.

This kind of thinking, especially with gaming, unless it is fueling your excitement and driving you to really dive deep into research, isn't necessarily good for getting a campaign off the ground nor is it good for developing interest in a topic. 

Don't get me wrong, I think its good and important to learn history as well as you can, and to understand what you don't know, but I also think everyone comes to it at different experience levels and with different areas of knowledge. I generally read more history books than novels, but one thing that makes me keenly aware of is just how much I don't know (sometimes it is like the more you learn, the less you realize you understand about the depth of a topic). 

Here I would say a good approach is to understand its okay to be a beginner on any topic in history and learn what you can, while also understand that even people who know a great deal, often get things wrong. When you are starting out on a topic learn what you can but you need to keep your mind flexible to incorporate new information as it comes to you. It is easy for example to develop a rigid sense of history around the first source you read, which is setting yourself up for issues down the road (your first source may have errors, may be out of date information, the source may reflect one school of thought in history but you might need exposure to others, or you may only be getting a simplified narrative that is more actively debated). The point is it is an ongoing process, it is not a mountain you need to climb and reach the top of. 

It is also important to remember you don't need to position yourself as an expert to the group. This is something I hear a lot from people. They feel like they must be an expert in a topic to run a game around it. It is good to research, but I've also seen many people never start down the road of learning about a genre they had a budding interest in, because they were afraid of this. You are the GM, but you can be honest with your players about your level of knowledge. When I first started running classic horror games at 14, I knew only a fraction of what I came to know about the horror genre, gothic literature and classic horror movies that I came to know over the course of my campaigns. When I ran Call of Cthulhu for the first time, I had only just started reading Lovecraft. If you know about the genre and the topics that relate to it, then that's great, it will definitely give you a huge leg up. But there isn't anything wrong in my opinion with learning about a genre on the job (and running a campaign is a good way to learn history because you will be more curious as you read and you will have active questions that arise from the campaigns that you can take into your reading and give it better focus).  

I mention all of this because Strange Tales of Songling is inspired by Chinese anomaly accounts and by its history. It sets things in a surreal dreamscape realm inspired by China, which is intended to make things easier for GMs, but it is also clearly taking inspiration from real history. Even in a fantasy analogue, GMs not well acquainted with the history, have expressed reluctance. So I encourage people to relax, understand they can learn while they are running the game, that they can draw on the knowledge of their players as well if they are worried about disrupting peoples suspension of disbelief by getting some cultural detail wrong. You'll get better as you go, you can work with your group together to support the campaigns overall foundation of knowledge. 

All that said there are great resources out there if you do want to research more before starting. I always recommend reading survey books covering the period you are interested in emulating (so pick a dynasty for example and get a book that covers the history of that dynasty), reading a general survey book or a two volume survey book of Chinese history (so you can get the larger picture) and then read what you can about government, institutions, etc. If you are less of a reader, you can try documentaries. 

Additionally you should read Strange Tales from a Chinese Studio. I would also suggest viewing the movies that Strange Tales from a Chinese Studio has inspired (films like A Chinese Ghost Story, Painted Skin, The Enchanting Ghost, etc). You can also watch movies like Legend of the Demon Cat, The Bride from Hell, and Legend of the Mountain. And there are more recent remakes of many of the above too. For example there is a 2011 version of A Chinese Ghost Story, and there is even a 2020 version I believe (I haven't seen the 2020 version but have heard about it). In addition the original A Chinese Ghost Story has 2 sequels which are both great. In Strange Tales  of Songling I provide a more in depth list of films, but you can probably find many more possibilities doing searches for Chinese horror online and by looking up lists of media inspired by Strange Tales from a Chinese Studio. Some films are hard to find copies of or for rent in digital form (it took me forever to obtain The Enchanting Ghost for instance). It also looks like streaming services are getting more of this content.  

II

The basic way I made adventures for most of my Strange Tales of Songling campaigns was to read an anomaly account (this could be from Strange Tales from a Chinese Studio or from another writer), then use that anomaly account as inspiration for an adventure. The reason I do this is because when I originally started reading Pu Songling's Strange Tales from a Chinese studio to find inspiration in my Ogre Gate campaigns, I noticed that each story worked so well for generating a supernatural adventure idea. They are the perfect length (most aren't too long) and they are more interested in describing the strange and conveying a concept than in telling a story with a clear structure (some do have a structure but some just describe an unusual occurrence). 

I got more mileage out of Pu Songling's stories than any other single source, and that is why I wanted to write Strange Tales of Songling. They just work well for helping the GM come up with adventure ideas. It isn't necessarily a 1-1 translation from the anomaly account to the adventure, but they serve as excellent starting points. In each one you are going to find something, whether it is strange magical item, a place, a monster, a villain or scenario. 

Once I read the story I took about twenty or thirty minutes to think about it and shape it into something gameable. I intentionally started reading one story a few hours before a session to force myself to come up with adventure content before the games. What I found happened is either the story presented the perfect monster for an adventure as written, or it sparked an idea for a monster or situation. 

As one example, when I read the story The Monster in the Buckwheat, it gave me the idea for Physician Jixian, in the Starlit Inkstone, who transformed his wife into a creature resembling the one from the story, that haunts the fields around his house to protect him. 

Because this is monster of the week, try to read with the aim of finding a villain or monster. The story itself might not have a monster. For example, there is a story about a man who becomes obsessed with a rock, and it is only vaguely supernatural by the end. But it gave me the idea for an adventure for Ogre Gate where a man was in love with a spirited stone and it led to this scenario. 

Other times I would read one story, get inspiration from one or two elements, then read another and combine them. You can also do this with other media, for example watching something like Black Magic and weave that into a Pu Songling account. 

Another approach is to simply start with a monster from the Strange Tales of Songling book. A good piece of advice for adventures, but especially horror adventures is: start with the villain. If you find a monster that inspires you, then already have half of what you need for an adventure. It is just a matter of creating a scenario around that monster. And as with combining Pu Songling stories, you can combine monsters in a scenario. 

Once you have your monster you can flesh out a backstory, which shouldn't be too long but should inform everything else. You will probably grow a small cast of NPCs by doing this. Not every adventure has the same number of characters but usually there are other people involved which will help make for a more interesting session. You might want to strive for simplicity though with your first session: i.e. a small village or temple with a monster that has been contained for centuries but recently unleashed by some fools actions. 

After your background, or at the same time, you need to establish a place. In terms of maps, locations and other details that require research, there is a very simple piece of advice I can offer: find you sources first, then build your adventures around them. So if you know you want to run an adventure set in an interesting location drawn from historical china, look up maps and floorpans, city layouts, etc. Once you find something concrete, then build your adventure around it. This is a lot easier than making an adventure around a specific town, or a particular type of place, then trying to find maps and information about those places.This will save you hours of time.  

One thing you might want to do, especially if you are overwhelmed by cultural details and feel like you don't have enough information to bring your scenario to life, is focus on one mundane aspect of the time period. For example, you could read about apothecary shops and just learn the details that you can about those. That way you are not trying to bring everything into the adventure and you aren't researching dozens of topics. 

A good way to find topics is in survey books. Usually there will be section on daily life and in those sections starting points for things you might want to explore. As an example I just opened a random page in Dieter Kuhn's The Age of Confucian Rule (a book about the Song Dynasty), and came to a paragraph about suburban life and one about the Traveling up the River at the Qingming Festival painting. The first paragraph describes the scroll painting of Kaifeng. Something like this is a great resource for a GM to draw on (you can look up the Qingming Scroll). And the next paragraph talks about how scholar officials were engaging in commerce through front men, so they could rent out property, guesthouses and start companies. A detail like this is great to bring into an adventure. You can create a scholar official and the merchant serving as his agent, and perhaps a property like an Inn or a shop, or even some other business venture. You will need to do more research on commerce but at least you know what to research and you aren't burdening yourself with more than one big topic for this adventure. This will help give you places and NPCs beyond just your monster. 

One of my favorite books is Commerce and Society in Sung China. It is very dry, but has all kinds of information on trade, transportation of goods, and markets. One of my favorite things to do for an adventure was to look up a particular topic like a specific trade good such as sugar, and use that to help establish details in my adventure. The section on rice for instance includes information about cultivation, rice brokers, transport and rice shops (and later in the book there is a section on types of markets). So if I wanted to do an adventure about a river vessel haunted by ghosts, I would have a lot of information to make that believable. And perhaps more important than believable it would help me identify gameable challenges, conflicts, etc. 

Again, you don't need to spend days or weeks researching for a three hour adventure. You might not have that kind of time, but you still may be interested in slowly bringing in these kinds of details. If that is the case, but you still want to bring in something historical, look up a single short article on any topic close to your period and read it with the intent of finding some detail you can include and build upon (you can get a free JSTOR account which will allow you to read three articles at a time, or you can go to your local library or use its digital database). 

III

Once you have all your material, you need to put it together in a way that is gameable and in a way that functions well on its own at the table. So figure out who your antagonist is, what characters are working with that antagonist, if any, what characters are in opposition to that antagonist, if any, etc. 

At a certain point, whether you have the information you need or not, you will have to put pen to paper and map out anything that needs mapping, create characters in need of existence, and develop any plot elements that need to be in place for the adventure. 

Most important is your antagonist's motivations and goals. This is true in any horror story but I think one of the things that does set Chinese Horror apart is how much it tends to this. The ghosts and monsters are quite well fleshed out, and often have interests and drives that are more like humans. This is a setting where not all monsters need to be enemies of your player characters. 

If you need to you can bring in anachronisms to fill in details. Movies to do this all the time. Sometimes because it is useful for plot reasons, but other times, you need something familiar to stand on because you don't know what would have been there. If you are looking at an adventure you need to run in two days, and you had all these other details you need to sort out, and can't figure out how morning markets work, draw on something you know just for the purposes of having something (for example a farmers market). 

In terms of time, I think you should strive to get your prep to under 3 hours. Your first few adventures will probably take more time, but you ideally get to the point where you can put something gameable together in three hours. For Strange Tales of Songling, because each adventure can just be a scenario surrounding a single monster if you need it to be, more than that is not only necessary but you might be creating too many details to be remembered during play. Simple is usually better. 

Also because the game doesn't emphasis adventures unfolding in any particular way: it just kind of drops players into a situation or scenario involving the supernatural, and allows them to tackle it from whatever angle, that frees you up a lot. You don't have to worry about planning out sequences of events. You just need to know what is going on and build things well enough so you can adapt as the players make their choices. 

IV

I touched on this in the above sections but I think creating a sense of place is very important for the atmosphere of these adventures. My very first Strange Tales adventure was inspired by a story about a family of foxes awaiting an impending disaster. I used this and blended it with a region modeled after the mountain area in Legend of the Mountain. I populated it with an inn, a house where the foxes lived, and tried to create a dreamy mountain landscape for the adventure. Keep in mind this first adventure was in the afterlife (I originally intended Strange Tales of Songling to be a system I used when characters died as a way of having a method for them to fight their way back to the world of the living). 

The fated disaster was a powerful martial hero who was going to appear and annihilate the foxes at an appointed time on the evening the player arrived. It was extremely simple, but it had a sense of place and even a small ecosystem with just those two little locations fleshed out on the map (there may have been a small village too but I can't remember). There were also other key places like dangerous bridges between yawning drops in the mountains. This was just meant as the characters entrance into the afterlife where he would make an important decisions over whether to protect this fox family and face a foe more powerful than himself (he lost all his Ogre Gate powers and started as a level one Strange Tales character in the afterlife).  

V

The adventure isn't what you prepare, it is what occurs at the table. So what you prepare should lend itself to responding to the players actions. If the players try to negotiate with the Hanging Ghost, you will need to have an idea what that ghost wants and what it values so you that it is easy to react smoothly. 

Also you will get things wrong, you will run adventures that don't work how you planned, you will also have off nights. I think the best way to approach this is to relax when that happens, remember this is just a game, the stakes are extremely low, and try to learn from those moments when they happen. Even a skilled GM can have trouble when playing with a new group of players. It takes time to find what works and what doesn't. So if you start to bomb running a session, then make a point of staying calm and trying to analyze why the session is bombing. 

There are also two basic types of adventure for Strange Tales of Songling, and I used to alternate between them: adventures out in the world of Songling, and Adventures that come to the players at their abode. The system assumes players spend their time back at their residence between adventures. So I alternate each level, first having them go on a monster of the week adventure out in the world, then having an adventure come to them (whether that be a ghost who haunts their house, strange happenings with a mad sorcerer come to ask for employment, etc). This works well because even in the small 10 session campaign structure if gives the players a sense of belonging, and increases the stakes. It also allows you to explore things like the player characters family. 

VI

To summarize: relax, don't worry about being an expert, but also don't become too rigid when you do start learning more; start by reading one story to inspire each adventure, then build it around a particular monster or villain, create a sense of place and a backstory. Use the advice above for things like conducting research, managing your time, and identifying the easiest ways to have a solid map foundation for your adventure. 


*Note that there are many translations of Strange Tales from a Chinese Studio. The Penguin Classics version linked is highly digestible but not comprehensive (and aims more for beauty of language than accuracy of terms). If you want a more complete translation with greater emphasis on accuracy you can look into the Chinese Classics four volume edition. There are quite a few others available as well. 



Wednesday, September 6, 2017

GAMING STRANGE TALES FROM A CHINESE STUDIO 55-56: KING OF THE NINE MOUNTAINS AND THE FOX OF FENZHOU

I have been making NPCs, monsters and scenarios inspired by Pu Songling's Strange Tales from a Chinese Studio. For each entry I take two or more stories from the Penguin Edition translated by John Minford and make gameable material. You can see my previous entry HERE. 

Today I am doing King of the Nine Mountains (#55) and The Fox of Fenzhou (#56). 

King of the Nine Mountains is about a scholar official named Li who rents out his garden to an old man only to find he's invited a family of thousands of fox spirits into his home. He resolves to kill them and uses saltpeter and fire to burn the creatures. The old man is outraged and vows revenge for the deaths of his fellow foxes. Years later Li encounters a fortune teller who tells him he has the mandate of heaven, and offers to help him lead an army to take the throne. He wages a rebellion against the Empire with the help of the fortune teller (who becomes his marshal). In the end it turns out the marshal is the vengeful fox spirit, setting him up for a fall. 

The Fox of Fenzhou is another story about a fox spirit, but this time it falls in love an official named Zhu and the two have a relatively happy life together. However Zhu is promoted and then must go to mourn his mother when she dies. To reach his mother he must cross a river and it is explained that the fox is unable to cross bodies of water. It seems the lovers are going to have to part, when the fox is able to persuade the local river god to let her pass. 

I added in headers separating the content by story this time. That way it is easier to see where the ideas are coming from. This doesn't mean they are pure models of the material. In some cases I just took inspiration and went a different direction to fit it to the setting or make it more interesting. However with King of Nine Mountains, I made a direct translation into game mechanics. I simply decided to continue the Fox Marshal's tale beyond his initial revenge (which is what the story deals with) and turn him into a figure roaming the setting. 


THE KING OF NINE MOUNTAINS
THE FOX MARSHAL 
Not all Fox Spirits desire only to feed or to love, some have lost family and loved ones to the cruelty of man. When this happens they burn with a desire for vengeance and use their powers to wage war against humanity. The Fox Marshal is one such Fox Spirit. His entire family was killed by a wicked scholar named Li. Years ago, The Fox Marshal and his family of thousands had moved into a wing of Li's residence for 100 taels. Li discovered they were Foxes and burned the whole clan with hundreds of pounds of saltpetre. The Fox Marshal bided his time and returned to the man in the guise of an astrologer, claiming he was destined to rule the empire. He then raised an army of thousands and became Li's Marshal, all with the aim of abandoning Li as he was on the brink of victory. As a result all of Li's family perished by execution. 

Satisfied with his revenge, but still burning with rage, The Fox Marshal realized he still had an entire army at his command. Now he leads his group through the land, razing villages, conquering cities and basically doing whatever he can to inflict misery on humanity. He often remains in one conquered place for months, before growing bored and moving to the next target of his vengeance. 
Defenses: Hardiness 6, Evade 6, Parry 7, Stealth 7, Wits 9, Resolve 8
Key Skills: Bite: 3d10 (2d10 Damage), Arm Strike: 3d10 (5d10 Damage), Medium Melee: 3d10 or 2d10 with Ox Tail, Speed: 7d10, Detect: 5d10, Persuade: 4d10, Command: 3d10, Deception: 3d10, Endurance: 2d10, Muscle: 2d10, Empathy: 3d10, Trade (Architecture and Engineering): 3d10, Talent (Disguise): 2d10, Talent (Poetry): 2d10, Talent (Singing): 2d10, Talent (Theft): 2d10, Institutions (Military): 3d10, Classics (The 26 Stratagems of Jiang Laozi): 3d10, Read Script (Feishu): 3d10, Language (Daoyun): 3d10, Classics (The Book of Fortunes): 3d10
Max Wounds: 13
Equipment: Ox Tail Dao (4d10 Damage, -1d10 Accuracy)
Powers
Drain: Fox Marshal feeds by drinking the blood of his foes. He normally does this on the battlefield, where his soldiers find it an acceptable practice. Whenever he makes an Arm Strike roll, do Normal Damage plus drain 1 Hardiness. Anyone reduced to 0 is completely drained and dies. Every 100 people he completely drains, he gains 1 Max Wound. 

Misleading Voice: The Fox Marshal can convince men of his lies and earn their loyalty by saying what he believes they want to hear. This power can work on whole groups of men, even armies, at a time. To Convince People, make a Deception Roll against Wits. On a Success what he says seems obviously true to the target (s). 

Compelling Voice: He can also use his voice  to impel people to take action, but it only works on those with no cultivation (anyone with ranks in Qi is immune). Roll Command against Resolve. On a Success he can cause all affected to take a desired action in the next day. This could be anything from going to war to having a drink at the local wine shop.

Forms: The Fox Marshal can take human form, or the form of a Fox. He can also grow claws or teeth as needed for attacks. 

Houses of Splendor: Even in a small space, Fox Marshal can create intricate and comfortable living spaces. He can spring forth a whole miniature city with his mind. This enables him to provide luxurious accommodations for his men on the road. To do this he needs an enclosed space, such as a cave, a courtyard, a small glen. Then he can produce any accommodations he desires within the enclosure. To use this ability he must make a Trade (Architecture and Engineering) TN 7 Roll. 

Saltpetre Vulnerability: Fox Marshal is vulnerable to saltpetre. The substance does 1 Extra Wound when used in any attack against him. Any use of Divine Fire does 2 Extra Wounds against him. 

Kung Fu Techniques (Wiajia: 3, Neigong 1): Blade of the Dancing Fox, Blasting Blade, Breath of Fury, Blade Pinch (Counter), Whirling Dodge (Counter)


THE FOX'S ARMY (10,000)
Defenses: Hardiness 3, Evade 3, Parry 3, Stealth 6, Wits 6, Resolve 6
Key Skills: Grapple: 0d10, Throw: 0d10, Arm Strike: 0d10, Leg Strike: 0d10, Light Melee: 0d10, Medium Melee: 0d10, Heavy Melee: 1d10, Small Ranged: 0d10, Speed: 1d10, Muscle: 0d10
Max Wounds: 1

Weapons: Qiang (2d10 Damage or 0d10 Damage), Leather Lamellar (-1d10 Damage against blunt weapons)
THE FOX OF FENZHOU
TAN LAN THE GOD OF SOUTHERN FEI RIVER
Tan Lan is said to be a kindly old man who regales local orphans with his stories by the river. However in truth he is a greedy and avaricious river god. The orphans he speaks to, slowly turn into dragons as he tells his tales. He then sends them into the river to collect gold and treasure from hapless travelers. He can be kind when he wishes and will respond to offerings of wealth by keeping his waters calm, letting landbound fox spirits and other creatures pass, and providing ample water during drought. 


Defenses: Hardiness 10, Evade 8, Parry 8, Stealth 6, Wits 6, Resolve 10
Key Skills: Bite: 4d10 (6d10 Open Damage), Smash: 4d10 (4d10 plus 3 Extra Wounds*), Grapple: 5d10, Arm Strike: 6d10, Leg Strike: 4d10, Light Melee: 4d10, Medium Melee: 7d10, Speed: 4d10, Swim: 6d10, Fly: 3d10, Muscle: 5d10, Endurance: 4d10, Meditation: 4d10, Divination: 4d10, Persuade: 4d10, Detect: 3d10, Read Scripts (All): 3d10, Languages (All): 3d10, Religion (All): 2d10, Institutions (Bureaucracy of Heaven): 3d10, Talent (Poetry): 3d10, History (All): 3d10, Talent (Theft): 5d10

Qi: 30
Max Wounds: 61
Flaw: Greedy 

Key Kung Fu Techniques (Dianxue 3, Qingong 3):
Tan Lan knows all Dianxue and Qinggong Kung Fu Techniques
Profound Techniques: Celestial Seal, Great Transference, Ride the Cloud, Sleeves of Frost, Roar of the Dragon, Wave of Frost
Powers
Beast Strength (x40)
Bite: With his enormous jaws in Dragon form he can bite up to 8 targets at a time with a swooping attack, doing 6d10 Open Damage. 
Smash: His body can slam into buildings and crowds, covering a 150 foot long and 10 foot wide area. Roll 4d10 against Evade. On a Success anyone hit takes 4d10 plus 3 Extra Wounds. On a Total Success they take 6d10 plus 4 Extra Wounds. 
Immunity: Tan Lan can only be harmed by Kung Fu Techniques, Profound Kung Fu Techniques, and Immortal Powers. However, he can never be permanently killed (this requires a decree from the Enlightened Goddess). If he takes 61 Wounds he vanishes and reappears in one day in the Enlightened Goddesses’ Court.

Regeneration: Tan Lan regenerates 1 Wound every round.  
Control River: Tan Lan has complete control of the river. He can cause the waters to flow with great speed, increasing the Swim or Sail to TN 10 or lowering it to TN 1. He can also control local weather near the river, creating rain, wind or small storms. 
Transform Orphans to Dragons: Tan Lan takes pity on orphans and views them as his children. When he speaks to them, roll Persuade against Resolve. On a Success any orphan (no matter how old) turns into one of his Little Dragons forever. 
Change Form: Tan Lan can take the form of an old man or of a great river dragon. In his river dragon form he can bite with tremendous force and smash the land around him. 

TAN LAN'S LITTLE DRAGONS
Tan Lan's little dragons are easily mistaken for crocodiles but they are actually small dragons. They were once human orphans who were transformed by the river god into their present state. Now they roam the Southern Fei River in search of riches for Tan Lan. When they see anyone with wealth or valuables, they attack and steal them. 
Defenses: Hardiness 5, Evade 6, Parry 6, Stealth 6 (10 in water or forest), Wits 7, Resolve 6
Key Skills: Bite: 4d10 (Damage 4d10 Open), Claws: 3d10 (3d10 Damage), Tail: 2d10 (Damage 1d10 plus 1 Extra Wound), Swim/Fly: 4d10, Speed: 4d10, Muscle: 4d10, Detect: 3d10, Athletics: 4d10, History (All): 1d10, Meditation: 2d10, Divination: 2d10, Talent (Theft): 3d10
Max Wounds: 20
Equipment: Silver Spear (6d10 Damage, +2d10 Accuracy)**
Powers
Beast Strength (x2)

Flight: Little Dragons can move through the air like water.
Human Form: The Little Dragons can take human form. 
Kung Fu (Waijia 2, Qinggong 2): Spear Swipe, Tai Lan's Staff Strike, Flying Swan Kick, Graceful Retreat (Counter)
**In human Form

LANDBOUND FOXES
Landbound Foxes are usually affectionate and kind toward humans, draining them but not to the point of death. Therefore they are less out of favor with the gods. 


Defenses: Hardiness 3, Evade 6, Parry 7, Stealth 7, Wits 10, Resolve 7
Key Skills: Bite: 3d10 (2d10 Damage), Speed: 7d10, Detect: 5d10, Muscle: 1d10, Empathy: 3d10, Persuade: 4d10, Deception: 4d10, Knowledge and Talent (Any 4): 3d10, Divination: 3d10
Max Wounds: 10
Powers
Enervation: Landbound Foxes cultivate by draining ejaculate. If they do this at least once a month for a year, they gain 1 Max Wound. Each time they drain a person the target is temporarily drained of 1 Hardiness (returns at rate of 1 per week). The target must be willing. 

Enchanting Form: The true form of an Landbound Fox is a fox, but to most people they look like beautiful women. Anytime a person first sees the Landbound Fox, roll 4d10 against Wits. On a Success the target only sees a beautiful woman. On a failure the person sees a trace feature of the fox's real form (a bushy tail, yellow eyes, whiskers, etc). This is brief, as the Landbound Fox can roll 4d10 against Wits immediately to restore the illusion in the person's mind. Once an Landbound succeeds against a target, they will always see her as a beautiful woman unless they actively attempt to check for evidence to the contrary (in which case another roll is called for). 

Favored: Rituals and magic that normally affect Spirits and Demons suffer a -2d10 Penalty against Landbound Foxes. They also gain a +2d10 bonus to break out of any magical containment. 

Landbound: Landbound Foxes cannot cross bodies of water. Doing so instantly kills them. 

Petition: Landbound Foxes can use Divination to petition local deities for an audience.