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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player rolls [Wits + Stamina] to rouse (though no more dice can be<br />
rolled than <strong>the</strong> vampire's Aye), and spends a point of blood to<br />
animate if <strong>the</strong> roll is successful; it take four turns for an undead to<br />
fully rise from her torpid state, minus one turn for every success on<br />
<strong>the</strong> aforementioned roll (four or more successes allows <strong>the</strong> creature<br />
to rise immediately). If <strong>the</strong> subject was attacked while slumbering,<br />
<strong>the</strong> vampire gains a +2 bonus on <strong>the</strong> roll to rouse herself.<br />
While awake during <strong>the</strong> day, <strong>the</strong> vampire's dice pools are limited<br />
to her Aye rating while attempting any action – dice in excess of<br />
this are simply lost.<br />
Forced Torpor<br />
When a Laibon is reduced to zero Health by lethal damage,<br />
she enters a more severe form of torpor. This state is like<br />
normal torpor in that <strong>the</strong> vampire appears to be a corpse, but she's<br />
entirely helpless and can't rouse herself until she is fed blood and<br />
can heal. Needless to say, Disciplines are unavailable to a torpid<br />
vampire, save Fortitude. If <strong>the</strong> body is destroyed during this time,<br />
<strong>the</strong> character suffers Final Death. How long a Laibon remains in<br />
torpor, assuming she's not revived prematurely by being fed blood,<br />
is determined by <strong>the</strong> rating of her highest Virtue (Aye or Orun).<br />
Virtue Rating<br />
10<br />
9<br />
8<br />
7<br />
6<br />
5<br />
4<br />
3<br />
2<br />
1<br />
Length of Torpor<br />
One day<br />
Three days<br />
One week<br />
Two weeks<br />
One month<br />
Six months<br />
One year<br />
One decade<br />
Fifty years<br />
One century<br />
Final Death<br />
Final Death is <strong>the</strong> fate of <strong>the</strong> unfortunate individual that<br />
has all her Health boxes filled with aggravated damage or is o<strong>the</strong>rwise<br />
destroyed. Game over, and no continues. No one knows <strong>the</strong><br />
ultimate fate of such an unfortunate soul, but her story in <strong>the</strong> <strong>Ebony</strong><br />
<strong>Kingdom</strong> has ended forever.<br />
Mental States<br />
Frenzy<br />
Frenzy is when a Laibon's rage or hunger overwhelms his<br />
faculties and he becomes like an animal, unthinking and driven to<br />
fulfill <strong>the</strong> violent urges of his Beast. This is a constant danger for<br />
Kuta, who exhibit poor restraint and haven't yet learned to cope<br />
with <strong>the</strong> trials of <strong>the</strong> world or <strong>the</strong> treacherous politics of <strong>the</strong>ir kind.<br />
Hunger, a fight in which blood spills or <strong>the</strong> vampire is wounded,<br />
humiliation, or even an act of disrespect... all <strong>the</strong>se can end in an<br />
episode of Frenzy. Resisting this state requires one or more successes<br />
on a reflexive Willpower roll.<br />
A character in <strong>the</strong> throes of Frenzy is in a near-mindless<br />
rage, and he pursues, devours and kills to <strong>the</strong> exclusion of all else;<br />
such creatures feed and slay far beyond what's necessary if given<br />
<strong>the</strong> chance. A frenzying vampire may target enemies or strangers<br />
instead of allies, but this is no given or even that likely. Discipline<br />
use beyond “basic” physical effects (using Celerity, Potence,<br />
popping claws, etc.), are out of <strong>the</strong> question, as are <strong>the</strong> use of<br />
Mental or Social Skills; Laibon in Frenzy may instinctively pump<br />
Physical Attributes. On <strong>the</strong> plus side, <strong>the</strong> crazed monster ignores<br />
all wound penalties and is near-immune to mind control or emotion<br />
manipulation: three dice are subtracted from rolls to influence<br />
him with Disciplines or o<strong>the</strong>r supernatural powers. The presence<br />
of substantial fire or any sunlight will cause a Frenzying vampire<br />
to immediately and automatically “switch” to Red Fear.<br />
Frenzy lasts for as long as it takes to get <strong>the</strong> job done: if<br />
<strong>the</strong> character lost control due to hunger, Frenzy lasts until he feeds<br />
past satiation; if <strong>the</strong> trigger event was a fight, Frenzy remains as<br />
long as any enemies remain standing. (Of course, priorities can<br />
change quickly in a fight.) It takes a minute or so for a vampire to<br />
calm down, during which he's on a hair trigger and is given a wide<br />
berth by <strong>the</strong> wise. A Storyteller may allow a player to steer her<br />
rampaging Laibon away from an ally or bystander and toward a<br />
more suitable target nearby with a straight Composure roll. If <strong>the</strong><br />
Storyteller feels <strong>the</strong>re's a compelling reason a frenzying vampire<br />
would regain control of himself prematurely (he's fed to satiation<br />
or killed <strong>the</strong> enemy that threated him), <strong>the</strong> player must spend a<br />
Willpower and roll Willpower; even one success restores <strong>the</strong> character<br />
to sentience, but failure indicates <strong>the</strong> Frenzy intensifies and<br />
lasts for an entire scene, during which no fur<strong>the</strong>r attempts to steer<br />
behavior or regain lucidity are allowed.<br />
The Red Fear<br />
This state is similar in many ways to Frenzy, and is<br />
potentially as dangerous to anyone nearby. However, <strong>the</strong> major<br />
drive for <strong>the</strong> vampire consumed with this state is self-preservation,<br />
driven by overwhelming terror ra<strong>the</strong>r than anger or hunger. A<br />
Laibon in this state attempts to get away from <strong>the</strong> trigger – fire,<br />
sunlight, angry pack of Ajaba, or whatever – and get to a place of<br />
safety... and woe to whoever is between he and escape. Red Fear<br />
is especially likely to be triggered when <strong>the</strong> character suffers aggravated<br />
damage, or is threatened by <strong>the</strong> same (especially fire or<br />
sunlight). Red Fear normally lasts until <strong>the</strong> character feels<br />
entirely safe, and <strong>the</strong>n he can usually compose him-self in under a<br />
minute. A vampire in <strong>the</strong> throes of <strong>the</strong> Red Fear can be provoked<br />
into Frenzy, especially if he's attacked or lots of blood is spilled.<br />
Mechanically, Red Fear is treated like Frenzy.<br />
Resisting Red Fear requires a reflexive Willpower roll.<br />
Derangements<br />
Derangements are debilitating manifestations of insanity.<br />
A character may resist <strong>the</strong> compulsion to act according to his derangement<br />
by spending a Willpower point; how long this lucidity<br />
lasts (a turn, a scene or something in between) depends on <strong>the</strong> nature<br />
of <strong>the</strong> character's madness and <strong>the</strong> situation at hand.<br />
I intended to create a stand-alone set of rules for V:tEK,<br />
but ra<strong>the</strong>r than reprint <strong>the</strong> derangements here, I'll point you to <strong>the</strong><br />
list in V:tM, pg. 222. Or, look at <strong>the</strong> ones in WoD, pg. 96, if you<br />
prefer. Mix and match, even; go crazy with it.<br />
Players can buy off derangements. There are two ways<br />
to do this: Willpower expenditure and experience points. If <strong>the</strong><br />
Storyteller allows, both exp and Willpower can be used to buy off<br />
a Derangement, distributing <strong>the</strong> costs between <strong>the</strong>m.<br />
The Willpower Method: When a character first gains a<br />
derangement, roll a die and add <strong>the</strong> character's Resolve to <strong>the</strong> result:<br />
<strong>the</strong> result is <strong>the</strong> derangement's strength. (Yes, Resolve works<br />
against <strong>the</strong> Laibon: his mind subconsciously resists being changed,<br />
even for <strong>the</strong> better.) The strength of <strong>the</strong> derangement is <strong>the</strong> number<br />
of times he must resist acting on it (which requires spending<br />
Willpower, as described above). Players should keep track of <strong>the</strong><br />
Willpower <strong>the</strong>y spend against <strong>the</strong> derangement somewhere on <strong>the</strong>