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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Skills: Academics (obsolete) 1, Crafts (remains) 2, Empathy<br />
2, Intimidate 3, Medicine (anatomy) 2, Occult 3, Science 1,<br />
Stealth 2, Subterfuge 2, Survival 2, Weaponry 2.<br />
Merits: Ancestor Spirit, Divine, Iron Stamina<br />
Virtues: Aye 4, Orun 4.<br />
Disciplines: Auspex 5, Dur-An-Ki [Spirit Hand 1], Fortitude<br />
4, Necromancy [Bone 5, Abambo 1, Ashes 2, Tomb 3], Obfuscate<br />
2, Potence 1<br />
Rituals: Black Sunrise, Call of <strong>the</strong> Hungry Dead, Cadaver's<br />
Touch, Grasp <strong>the</strong> Ghostly<br />
Special: The Mla Watu wields unusual powers known<br />
only to his legacy, including <strong>the</strong> ability to cause Physical Attribute<br />
damage and inflict diseases, as well as o<strong>the</strong>r effects <strong>the</strong> Storyteller<br />
deems appropriate. Treat this as a Necromancy path with a rating<br />
of 5 for purposes of die pools; all effects cost a blood point.<br />
Generation: 9 th , blood pool 15 (2/turn)<br />
O<strong>the</strong>r Stats: Size 5, Initiative +7, Defense 3, Armor 2/2,<br />
Health 8, Speed 12, Willpower 8<br />
Equipment: A cursed lea<strong>the</strong>r-wrapped bone (7L, inflicts<br />
rotting wounds that cost double to heal), <strong>the</strong> obligatory collection<br />
of morbid necromancy components and o<strong>the</strong>r creepy shit.<br />
Note: This vampire has about a dozen zombu in his service<br />
at any given time, created through <strong>the</strong> Path of Bone.<br />
Legacy Weakness: Social penalties.<br />
Nagloper Hunter<br />
Not as atavistic and cruel as many of his ilk, this Nagloper<br />
is still a predator. However, he prefers hunting animals to man<br />
and o<strong>the</strong>r Laibon. Not recognized in any domain, this hunter travels<br />
through Africa, seeking new animals to hunt and test his mettle<br />
against. He prefers to avoid trouble, but is very capable of defending<br />
himself if he must.<br />
Nature/Demeanor: Survivor/Survivor<br />
Attributes: Str 4, Dex 3, Sta 3; Prs 2, Man 1, Com 3; Int<br />
2, Wit 3, Res 2<br />
Skills: Animal Ken 2, Athletics (throwing) 3, Crafts (improvised<br />
shelters) 2, Brawl 2, Empathy 1, Medicine 1, Stealth 3,<br />
Survival 4, Weaponry 4<br />
Merits: Atlatl-Trained, Direction Sense, Fleet of Foot 3,<br />
Weaponry Dodge<br />
Virtues: Aye 5, Orun 7 (hooves, +1 Speed).<br />
Disciplines: Animalism 3, Auspex 1, Potence 1, Fortitude<br />
1, Vicissitude 4<br />
Generation: 13 th , blood pool 11 (1/turn)<br />
O<strong>the</strong>r Stats: Size 5, Initiative +6, Defense 3, Health 8,<br />
Speed 16, Willpower 5<br />
Equipment: Longspear (10L, 23/46/92; with atlatl 13L,<br />
26/52/104)<br />
Attacks: Wrist bone spurs created through V'tude (7L)<br />
Legacy Weakness: Must sleep while interred.<br />
Osebo Enforcer<br />
The archetypal Osebo bruiser, <strong>the</strong> enforcer's role is not to<br />
question or think overmuch, but to obey <strong>the</strong> magaji's commands<br />
and enforce order in <strong>the</strong> domain. Embraced from a poor criminal<br />
background, this Leopard is happy he has this chance to redeem<br />
himself and plans not to screw it up by thinking for himself – that's<br />
what got him into trouble to begin with.<br />
Nature/Demeanor: Conformist/Bravo<br />
Attributes: Str 4, Dex 3, Sta 4; Prs 3, Man 1, Com 2; Int<br />
1, Wit 3, Res 2<br />
Skills: Athletics 2, Brawl 3, Drive 2, Firearms 2, Intimi-<br />
date 2, Larceny 3, Streetwise 2, Weaponry 3<br />
Merits: Disarm, Fast Reflexes 2, Fighting Style: Boxing<br />
[Body Blow, Duck and Weave], Fresh Start, Status (domain) 1<br />
Virtues: Aye 5, Orun 4.<br />
Disciplines: Auspex 1, Celerity 3, Potence 3<br />
Generation: 14 th , blood pool 11 (1/turn), Stamina is<br />
treated as Fortitude against sunlight<br />
O<strong>the</strong>r Stats: Size 5, Initiative +5, Defense 3, Health 9,<br />
Speed 15, Willpower 4<br />
Equipment: Old but well-maintained AK 47 (8L, 150/<br />
300/600, clip 42+1), machete (12L)<br />
Legacy Weakness: Penalized checks to avoid Frenzy.<br />
Setite Demigod<br />
You've been a divinity for just over a century. You cultivate<br />
a modest rural cult; you take <strong>the</strong>ir blood tribute, while Set is<br />
<strong>the</strong> focus of <strong>the</strong>ir faith... most of it, anyway. Your temple is on <strong>the</strong><br />
outskirts of what a magaji claims as her domain. You offer token<br />
oblations and abide by <strong>the</strong> Tenets, so she must recognize you – her<br />
hands are bound by her own laws. And her eldest childe advocates<br />
for you. – a foolish, skulking Laibon that found himself waking<br />
from torpor after an encounter with a roaming Nagloper went poorly<br />
for him, alone in <strong>the</strong> woods near your temple... and without his<br />
heart. You two have never spoken, nor is it necessary. He knows<br />
what he must do to keep his heart safe and his shame hidden.<br />
The Nagloper was compensated well for his trouble.<br />
Your strength is <strong>the</strong> cult of followers you've built around<br />
you. Any that would quarrel with you must fight <strong>the</strong>ir way through<br />
no less than ten trained ghouls and a cult of followers very invested<br />
in protecting <strong>the</strong>ir god. Even if your foes were to get to you before<br />
you escaped, you're confident your divinely augmented force<br />
of personality would help <strong>the</strong>m see things your way.<br />
You skate <strong>the</strong> very edge of The Secret Must Be Kept, but<br />
<strong>the</strong> vampires of <strong>the</strong> local domain apparently feel trying to get rid of<br />
you is more trouble than it's <strong>the</strong> effort it would take. You agree.<br />
Nature/Demeanor: Conniver/Judge<br />
Attributes: Str 2, Dex 2, Sta 2; Prs 5, Man 4, Com 3; Int<br />
4, Wit 3, Res 2<br />
Skills: Academics (Setite <strong>the</strong>ology) 2, Animal Ken (serpents)<br />
1, Empathy 2, Expression 3, Intimidate 3, Occult 3, Persuasion<br />
4, Politics 2, Socialize 2, Stealth 2, Subterfuge 4<br />
Merits: Herd 4, Retainers (bevy of ghouled cultists), Resources<br />
3, Striking Looks (+1)<br />
Virtues: Aye 3, Orun 8 (forked tongue, serpentine eyes,<br />
9-again on Discipline rolls).<br />
Disciplines: Auspex 2, Dominate 1, Majesty 5, Obfuscate<br />
2, Serpentis 5<br />
Generation: 11 th , blood pool 12 (1/turn)<br />
O<strong>the</strong>r Stats: Size 5, Initiative +5, Defense 2, Health 7,<br />
Speed 9, Willpower 6<br />
Equipment: Unassuming clay urn with heart in it, secured<br />
away. For safekeeping.<br />
Legacy Weakness: Increased sunlight vulnerability.<br />
Shango Investigator<br />
A former police investigator, this vampire has turned her<br />
skills toward protecting her domain, monitoring suspicious individuals<br />
and investigating problems. Her keen eye and gut instincts<br />
prove as valuable as her formal training and sorcery. When apprehending<br />
suspects or expecting o<strong>the</strong>r trouble, she won't hesitate to<br />
bring along Osebo muscle.<br />
Nature/Demeanor: Traditionalist/Judge