Vampire: the Ebony Kingdom - MrGone's Character Sheets
Vampire: the Ebony Kingdom - MrGone's Character Sheets
Vampire: the Ebony Kingdom - MrGone's Character Sheets
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1111 Bind <strong>the</strong> Spirit: A sorcerer with this power can<br />
bind a spirit into an item and create a fetish – a magical artifact<br />
empowered by a spirit. Alternately, a spirit can be bound into an<br />
object to simply trap it.<br />
The sorcerer makes a casting roll as normal, minus <strong>the</strong><br />
spirit's Orun. When creating a fetish, <strong>the</strong> net successes on this roll<br />
determine its potential power; as a rough guide, treat <strong>the</strong> successes<br />
as dots in <strong>the</strong> Artifact Merit when determining <strong>the</strong> raw capabilities<br />
of an item. (However, a weak spirit will only yield an item of so<br />
much power, regardless of <strong>the</strong> casting successes.) The powers that<br />
a fetish has depends on <strong>the</strong> type of spirit bound into it, as well as<br />
<strong>the</strong> nature of <strong>the</strong> object itself: a fetish axe would be an implement<br />
of war, while a talisman with an eagle-spirit bound within it might<br />
grant <strong>the</strong> user speed, sharp vision or (with enough successes) even<br />
flight. A fetish is activated with a [Presence + Orun] roll, minus<br />
<strong>the</strong> spirit's Orun; a failed roll means <strong>the</strong> user is unable to access<br />
<strong>the</strong> item's powers, and successive attempts to activate <strong>the</strong> fetish<br />
impose a cumulative -2 penalty.<br />
Spirits resent being bound, even more than being bossed<br />
about. They'll oppose <strong>the</strong> caster by any means <strong>the</strong>y can (which is<br />
why binding and activation rolls are opposed), and will attempt to<br />
escape <strong>the</strong>ir bindings. A Shango that offers a spirit <strong>the</strong> proper respect,<br />
offerings and reciprocation before binding it may allay <strong>the</strong><br />
spirit's enmity; in this case, he will find fetish creation and activation<br />
easier. Of course, this should be roleplayed, and Storytellers<br />
are under no obligation to make thing easy on <strong>the</strong> vampire.<br />
11111 Body of Spirit: This power allows <strong>the</strong> Shango<br />
to physically interact with <strong>the</strong> spirit world and its inhabitants, and<br />
perceive that realm as if using Spirit Sight (1). Spirits are solid to<br />
Laibon using this power, and can be touched or attacked (use normal<br />
combat rules). Fur<strong>the</strong>rmore, <strong>the</strong> vampire can pick up and use<br />
items that only exist in <strong>the</strong> realm of spirits and o<strong>the</strong>rwise exist in<br />
two worlds, transpose objects between <strong>the</strong> realms, and even use<br />
blood magic and o<strong>the</strong>r Disciplines. However, a sorcerer using Spirit<br />
Body is quite solid to spirits, in turn, and vulnerable to whatever<br />
weapons and powers <strong>the</strong>y might have. This effect lasts for a<br />
scene; each additional scene <strong>the</strong> vampire wants to use it, he must<br />
make activate this power again.<br />
Rituals<br />
All Dur-An-Ki rituals use [Intelligence + Occult + Dur-<br />
An-Ki] for <strong>the</strong>ir die pools. Casting times for rituals vary widely;<br />
see <strong>the</strong> descriptions in KotEK (pg. 183) for particulars.<br />
Curtain of Will (1): This ritual prevents sunlight from<br />
entering an enclosed area, covering it in a mystical darkness; <strong>the</strong><br />
area of effect is 20', and <strong>the</strong> ritual is effective for as long as <strong>the</strong><br />
caster remains in <strong>the</strong> area.<br />
Black Sunrise (1): This ritual allows <strong>the</strong> Shango to awaken<br />
instantly at any sign of danger and act at full die pool for two<br />
turns, though his die pools are limited to his Aye afterwards.<br />
Turn <strong>the</strong> Impaling Shaft (1): While this ritual is in effect<br />
(until <strong>the</strong> next dawn or dusk), <strong>the</strong> first stake that would pierce<br />
<strong>the</strong> Shango's heart becomes splinters in <strong>the</strong> attacker's hand.<br />
Touch <strong>the</strong> Earth (1): After casting this ritual, <strong>the</strong> caster<br />
and target vampire can speak with one ano<strong>the</strong>r, regardless <strong>the</strong> distance<br />
between <strong>the</strong>m. The caster can also use any blood magic he<br />
knows to assist <strong>the</strong> target. Finally, he may even pass tiny items<br />
(no bigger than a small stone) to his target.<br />
Drought of <strong>the</strong> Pebble (11): This ritual imbues a blood<br />
point within a small object upon which <strong>the</strong> ritual is cast. At a<br />
mental command, <strong>the</strong> sorcerer causes <strong>the</strong> item to break down into<br />
a blood point's worth of vitae. Making an infused object for an<br />
ally requires that she be present, though <strong>the</strong> blood invested in <strong>the</strong><br />
item is <strong>the</strong> caster's (and can potentially create blood bonds).<br />
Impassable Trail (11): This ritual covers <strong>the</strong> vampire's<br />
trail completely, even if he passes through thick foliage or sand,<br />
leaving no sign of his passing; he will still leave a faint scent, but<br />
that's all. This effect lasts for one night.<br />
Poisoned Touch (111): The Shango casts this ritual,<br />
<strong>the</strong>n must touch someone's bare flesh that night; light contact will<br />
do, <strong>the</strong> assailant needn't inflict damage. The poison inflicts a -3<br />
penalty to all <strong>the</strong> victim's die pools for <strong>the</strong> three nights from severe<br />
nausea and tremors; each success on a [Stamina + Fortitude] roll<br />
reduces this penalty by 1. Fur<strong>the</strong>r, mortal victims take lethal<br />
damage equal to <strong>the</strong> die pool penalty inflicted.<br />
Pavis of Foul Presence (111): Any Laibon that uses<br />
<strong>the</strong> Majesty Discipline on <strong>the</strong> subject of this ritual finds <strong>the</strong> effects<br />
of her powers reversed, as if she had used <strong>the</strong> power on herself.<br />
This ritual lasts until <strong>the</strong> sunrise after it is enacted.<br />
Endure <strong>the</strong> Flame (1111): For <strong>the</strong> scene this ritual is<br />
in effect, <strong>the</strong> vampire counts his Stamina as Fortitude for purposes<br />
of mitigating damage from fire. This stacks with Fortitude, if <strong>the</strong><br />
vampire has it.<br />
Blood Contract (11111): This ritual creates an unbreakable<br />
agreement between two parties. The consequences for a<br />
party that breaks <strong>the</strong> agreement is best left to <strong>the</strong> Storyteller.<br />
Spirit Travel (11111): As Cross <strong>the</strong> Shroud (Necromancy,<br />
Path of Ash 1111).<br />
Necromancy<br />
Necromancy is <strong>the</strong> Discipline of Death: it allows <strong>the</strong><br />
vampire to contact, control and affect <strong>the</strong> spirits of <strong>the</strong> dead, contact<br />
<strong>the</strong> Underworld in which restless entities dwell, and even displace<br />
<strong>the</strong> souls of <strong>the</strong> living. This Discipline is <strong>the</strong> hallmark of <strong>the</strong><br />
Mla Watu, as well as <strong>the</strong> Ghiberti newcomers.<br />
See <strong>the</strong> Spirits section, pg. 45, for rules on ghosts, <strong>the</strong><br />
Shroud and o<strong>the</strong>r material relevant to necromancers.<br />
Systems: Ghiberti learn ei<strong>the</strong>r The Path of Abambo or<br />
<strong>the</strong> Path of <strong>the</strong> Tomb as <strong>the</strong>ir primary path. Mla Watu may use<br />
any path as <strong>the</strong>ir primary, and practice ancient paths unknown to<br />
Slavers or foreign necromancers.<br />
Foreign necromancers (like <strong>the</strong> Giovanni from whom<br />
<strong>the</strong> Ghiberti hail) often find <strong>the</strong>ir powers fail <strong>the</strong>m in <strong>the</strong> <strong>Ebony</strong><br />
<strong>Kingdom</strong>. They don't respect <strong>the</strong> spirits of <strong>the</strong> land or ancestors,<br />
nor do <strong>the</strong>y understand <strong>the</strong> four-part nature of <strong>the</strong> ibambo soul.<br />
In game terms, <strong>the</strong>y never reroll 10s when making Necromancy<br />
rolls (for ei<strong>the</strong>r paths or rituals), and 1s subtract from successes.<br />
The Path of Abambo<br />
This path uses <strong>the</strong> caster's undead nature as a bridge between<br />
<strong>the</strong> lands of <strong>the</strong> living and dead, and allows him to trace <strong>the</strong><br />
tenuous psychic connections between ghosts and <strong>the</strong> living world.<br />
The Path of Abambo is widely practiced by <strong>the</strong> Ghiberti. Several<br />
Mla Watu practice this path as well, but curiously only in <strong>the</strong> two<br />
centuries since <strong>the</strong> Slavers arrived...<br />
1 A Touch of Death: The necromancer can detect <strong>the</strong><br />
subtle influence and passage of wraiths by examining an object or<br />
area and making a [Wits + Occult + Path of Abambo] roll. A successful<br />
roll allows <strong>the</strong> Laibon to detect <strong>the</strong> residue left by a ghost's<br />
touch on an object within <strong>the</strong> last hour; an exceptional success can<br />
pick up traces of a wraith's touch within <strong>the</strong> last few days, as well<br />
as detect <strong>the</strong> mere massage of a spirit in <strong>the</strong> area.