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Vampire: the Ebony Kingdom - MrGone's Character Sheets

Vampire: the Ebony Kingdom - MrGone's Character Sheets

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considering <strong>the</strong>ir poor eyesight isn't too hard.<br />

Attributes: Str 7, Dex 1, Sta 5, Com 2, Wit 1, Res 3<br />

Skills: Athletics 1, Brawl 2, Survival 2<br />

O<strong>the</strong>r Stats: Willpower 5, Size 8, Initiative +3, Defense<br />

1, Armor 1/1, Health 16, Speed 16<br />

Attacks: horn gore (11L), trample (12B, knockdown)]<br />

Ghouls<br />

Ghouls are humans or animals that have been fed vampire<br />

blood. To make your very own ghoul, simply apply <strong>the</strong> following<br />

“template” to a mortal or animal.<br />

Disciplines: Most ghouls have a dot of Potence, though<br />

some manifest Fortitude, Auspex or o<strong>the</strong>r Disciplines, based on<br />

<strong>the</strong>ir vampire masters' predilections. Few ghouls develop Disciplines<br />

beyond one or two dots, and never manifest powers outside<br />

<strong>the</strong>ir domitors' legacy affinities aside from <strong>the</strong> three previously<br />

mentioned. Those whose domitors have strong blood may improve<br />

<strong>the</strong>ir Disciplines beyond <strong>the</strong> first dot (at a cost of new rating x 15).<br />

A ghoul's Discipline cap is equal to <strong>the</strong> number of blood points her<br />

domitor can spend per turn (as per generation), maximum of 5.<br />

Blood: Ghouls can spend one blood point per turn for<br />

Discipline activation, healing, or buffing Physical Attributes.<br />

They have a reserve of one extra blood point, giving <strong>the</strong>m a total<br />

number of blood points equal to [Health +1]. However, every<br />

blood point <strong>the</strong>y spend beyond this reserve inflicts a point of bashing<br />

damage. Once <strong>the</strong> reserve is gone, spending more blood points<br />

than one's Stamina inflicts lethal damage instead.<br />

Frenzy: Ghouls run <strong>the</strong> risk of Frenzy and Red Fear.<br />

Human ghouls gain a +3 bonus to [Composure + Resolve] rolls to<br />

avoid <strong>the</strong>se states, though animal ghouls don't gain this bonus.<br />

Damage: Ghouls take damage as o<strong>the</strong>r mortals. But a<br />

ghoul doesn't automatically fall unconscious when his Health boxes<br />

fill up with bashing damage; spending a Willpower allows him<br />

to remain conscious and active for <strong>the</strong> scene, or until his boxes are<br />

filled with lethal damage. Lethal damage kills ghouls as surely as<br />

o<strong>the</strong>r mortals.<br />

Aging: <strong>Vampire</strong> vitae retards <strong>the</strong> aging process, meaning<br />

ghouls re-main frozen at <strong>the</strong> physical age <strong>the</strong>y receive <strong>the</strong> blood, as<br />

long as <strong>the</strong>y receive it regularly; once a month or so goes by with-<br />

out a “dose,” <strong>the</strong> ghoul's true age catches up rapidly (and of-ten<br />

dramatically, in <strong>the</strong> case of very old ghouls). Ghouls can no longer<br />

reproduce, at least for as long as <strong>the</strong>y have Laibon vitae in <strong>the</strong>m.<br />

Khala<br />

Vulture<br />

Khala (known as “dhampir” among Kindred) are <strong>the</strong><br />

mortal offspring of extremely thin-blooded vampires and mortals.<br />

Khala are very rare, but are appearing more frequently as thin-<br />

These winged scavengers will always flee from combat, blooded Laibon infest Africa. Basically ghouls from birth, khala<br />

unless compelled to fight through Animalism or o<strong>the</strong>r means. are treated as such in almost all respects. However, <strong>the</strong>re are a<br />

Attributes: Str 2, Dex 3, Sta 2, Com 2, Wit 4, Res 1 few notable differences.<br />

Skills: Athletics (flight) 1, Survival 3<br />

First, unlike normal ghouls, khala do age, developing<br />

Merits: Brawling Finesse (use Dex in Brawl die pools), normally until <strong>the</strong>y hit puberty and for a few years after; after this,<br />

Iron Stomach<br />

aging slows to one-third normal as <strong>the</strong>ir vampire heritage begins to<br />

O<strong>the</strong>r Stats: Willpower 3, Size 3, Initiative +5, Defense manifest. They can reproduce, though <strong>the</strong>ir children are normal<br />

4, Health 5, Speed 3 (flight 15)<br />

humans. Khala manifest Disciplines, <strong>the</strong> most common ones<br />

Attacks: talon/bite (3L)<br />

being Potence, Fortitude and Auspex; some develop o<strong>the</strong>r Disciplines,<br />

usually inherited from <strong>the</strong>ir vampire parents; few have more<br />

Zebra<br />

than two or three Disciplines. Fur<strong>the</strong>r, <strong>the</strong>y can't increase any<br />

Skittish animals, zebras will flee from anyone that tries Discipline past <strong>the</strong> first dot unless <strong>the</strong>y become ghouls to a suffici-<br />

to approach <strong>the</strong>m. They may look like pretty horsies, but <strong>the</strong>y do ently potent-blooded vampire. Finally, khala produce <strong>the</strong>ir own<br />

not take well to being ridden.<br />

vampire blood, at a rate of one per day. They can replenish this<br />

Attributes: Str 4, Dex 3, Sta 4, Com 1, Wit 3, Res 2 more quickly by consuming Laibon vitae.<br />

Skills: Athletics (running) 3, Brawl 1, Survival 2<br />

Merits: Fleet of Foot 2, Strong Back<br />

Laibon<br />

O<strong>the</strong>r Stats: Willpower 3, Size 7, Initiative +4, Defense<br />

3, Health 11, Speed 21<br />

Attacks: bite (7L), hoof (8B, knockdown<br />

These are some quick sample characters, listed for convenience.<br />

If you need a vampire on <strong>the</strong> fly, just snatch one from<br />

<strong>the</strong> list below. They play heavily to stereotype, but Storytellers are<br />

free to flesh <strong>the</strong>se characters out and alter <strong>the</strong>m as she sees fit.<br />

Akunese Traveler<br />

This wanderer travels from domain to domain, collecting<br />

information, and parceling it out to those he feels are worthy or in<br />

need of it. If he decides he likes you, <strong>the</strong> Weaver might even offer<br />

something useful, instead of maddeningly ambiguous statements<br />

and enigmatic parables.<br />

Nature/Demeanor: Judge/Loner<br />

Attributes: Str 3, Dex 3, Sta 4; Prs 2, Man 3, Com 3; Int<br />

3, Wit 4, Res 3<br />

Skills: Animal Ken 3, Athletics 3, Brawl 2, Empathy 2,<br />

Investigation 2, Occult 3, Persuasion 1, Politics 1, Stealth 2, Subterfuge<br />

2, Survival 4, Weaponry 1<br />

Merits: Contacts, Direction Sense, Encyclopedic Knowledge<br />

(African cultures), Fleet of Foot 2, Status (Laibon) 2<br />

Virtues: Aye 6, Orun 6 (nightvision goat eyes).<br />

Disciplines: Auspex 2, Abombwe 3, Animalism 5, Celerity<br />

1, Fortitude 4<br />

Generation: 10 th , blood pool 15 (2/turn)<br />

O<strong>the</strong>r Stats: Size 5, Initiative +6, Defense 3, Armor 2/2,<br />

Health 9, Speed 13, Willpower 7<br />

Equipment: Artifact kerrie-stick (6B, 6L for one scene<br />

if one blood is spent), worn backpack full of travel necessities<br />

Attacks: Abombwe 2 (1 blood, gazelle horns 7L)<br />

Legacy Weakness: Social penalties.<br />

Ghiberti Orderly<br />

This monster works <strong>the</strong> night shift at a charity hospital<br />

for <strong>the</strong> poor that have nowhere else to go. He's big and strong as a<br />

buffalo, so few people hassle him – and no one does it more than<br />

once. The orderly gets all <strong>the</strong> blood he wants, and has access to a<br />

lot of ghosts too. (Hell, he's made a couple of <strong>the</strong>m.) He knows

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