The Path of Devil Judgement

By Gerry Saracco


Inspired by concepts in Demon Hunter X, a hunters supplement for White Wolf's World of Darkness.


The path of Devil Judgement is one of the more diverse paths devised by The Shih in their struggles against the supernatural. It comprises various techniques into one eclectic path. This path has caught many a creature off guard with it's varied abilities.


Prone Stance---Snout Strike---Hundred Star Shower---Dagger Claw---Chi Breaker

Prone Stance---Jaw Hammer---Chain Snake---Fading Light Strike---Twisting Thrust


Prone Stance

Chi Cost: 1     Shot Cost: 1

This ability allows the user to fight while prone without any negative modifiers to their AV. Anyone else attempting to fight while prone suffer a -2 to their AV. This ability allows the user to continue fighting, without the need to spend time getting to their feet after being knocked down.

Prerequisite: None     Path: Snout Strike

Snout Strike

Chi Cost: 2     Shot Cost: 3

This power allows the user to land a short, vicious jab to the snout region of mammalian creatures [and sorcerors]. This strike to the ganglia causes intense pain in the creature. At the users option, he can blind the creature for a number of shots equal to the outcome instead of doing damage.

Prerequisite: Prone Stance     Path: Hundred Star Shower

Hundred Star Shower

Chi Cost: 4     Shot Cost: 3

To use this power, the user needs at least a dozen metal throwing stars or darts. The user then charges them with his own life force [ie Chi]. The base damage is 12, and the opponent's toughness is -2 to defend against damage.

Prerequisite: Snout Strike     Path: Dagger Claw

Dagger Claw

Chi Cost: 4     Shot Cost: 3

This ability is useful against opponents that are leaping at the user, or standing over them if they are prone. The user's fingers have been hardened by practicing open hand strikes on steel surfaces [as well as trees]. Ths user spreads their fingers on both hands in wide rakes, drop beneath their opponent's leap [or guard if they are prone], and drives them into their opponent's underbelly. As long as the opponent is elevated off the ground by more than an inch or two, the user can elevate their foe higher by using their feet. Base damage for this move is strength + 1/2 the opponents Move.

Prerequisite: Hundred Star Shower     Path: Chi Breaker

Chi Breaker

Chi Cost: 6     Shot Cost: 3

This power is similar to the power Point Blockage, and has the same affects on those who use Chi. However, against those who use magic [ie creatures, arcanowave users & sorcerors], this ability allows the blockage of magic in their bodies. Substitute the victim's magic rating for Chi in this case. Other than this change, the ability is the same as using Point Blockage

Prerequisite: Dagger Claw     Path: None


Prone Stance

Chi Cost: 1     Shot Cost: 1

This ability allows the user to fight while prone without any negative modifiers to their AV. Anyone else attempting to fight while prone suffer a -2 to their AV. This ability allows the user to continue fighting, without the need to spend time getting to their feet after being knocked down.

Prerequisite: None     Path: Jaw Hammer

Jaw Hammer

Chi Cost: 3     Shot Cost: 3

This powerful blow is designed to temporarily remove the advantage of supernatural creatures with fangs, claws, etc. The name came from it's first use, which was a shattering blow to a creature's jaw. Upon a successful hit, the creature struck will be unable to use the damage bonus for Abysmal Spines for the remainder of the combat. If the creature has regeneration, they can regain the use of Abysmal Spines if they regenerate all the wound points suffered before the end of the combat. This move is difficult to execute, and until the user's next action, they are unable to actively dodge, and suffer -2 AV penalty to their passive dodge. If they fail to hit, they suffer half AV on their dodge [as well as being unable to actively dodge]

Prerequisite: Prone Stance     Path: Chain Snake

Chain Snake

Chi Cost: 3     Shot Cost: 3

This move requires the user to wield a chain with weights on both ends for full use [Shih call this weapon a Demon Braid]. Other weapons, such as nunchucks may be used, but they do not allow the user to do more than trap the opponents limb. The user allows the creature to seemingly have an open shot. The user then retaliates with one of the weighted ends, striking the creature as hard as possible. Use of this maneuver mimics the move Beak of the Crane in regards to immobilizing the limb. If using a Demon Braid, the user can strike out with one weighted end, doing strength + 3 damage [the oppponent doesn't dodge this, as it is part of the move itself, so if you hit, you do both if you have a Demon Braid]

Prerequisite: Jaw Hammer     Path: Fading Light Strike

Fading Light Strike

Chi Cost: X     Shot Cost: 3

The Fading Sun Strike helps the user even the odds in combat.  Wielding a staff or sword, the user strikes specific parts of an opponents body [this requires a medicine roll if fighting a human opponent, or info/occult, etc if figthing supernatural creatures].  Upon a successful hit, the user causes X amount of Chi, Fu or Magic points to be unusable for the remainder of the sequence. If combat lasts more than one sequence, the opponent regains their Chi/Fu/Magic points at the start of the next sequence.

Prerequisite: Chain Snake     Path: Twisting Thrust

Twisting Thrust

Chi Cost: X     Shot Cost: 3

This is a deadly move used to inflict a lot of damage. The user cuts deeply into an opponent's body, turning the blade to inflict more damage. The user immediately follows through with a hip level throw which knocks the opponent off balance, then wrenches the weapon free. Upon a successful hit, the user does their normal damage, plus 2 times X. In addition, the opponent is thrown to the ground, and suffers any penalities for being prone [unless they know Prone Stance]. Use of this maneuver requires a long bladed weapon, such as a sword, spear, etc.

Prerequisite: Fading Sun Strike     Path: None


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