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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<strong>Character</strong> Creation<br />
Archetypes: This game uses Nature and Demeanor, not<br />
<strong>the</strong> Virtues and Vices described in <strong>the</strong> World of Darkness core<br />
(WoD). Choose Archetypes from among those presented, below.<br />
Attributes: The Attributes used are those defined in <strong>the</strong><br />
WoD core; <strong>the</strong> player has 15 dots to distribute among <strong>the</strong> Attributes<br />
(in addition to <strong>the</strong> free dot in each), <strong>the</strong> fifth dot costs double.<br />
Skills: Use <strong>the</strong> Skills from WoD; players have 30 dots to<br />
spread, though <strong>the</strong> fifth dot costs two points. All characters receive<br />
three Specialties. Some former Abilities are now Specialties<br />
(Law is now covered by Academics, for example); o<strong>the</strong>rs are now<br />
Merits (Linguistics is covered by <strong>the</strong> Languages Merit).<br />
The Virtues: <strong>Character</strong>s have seven dots to allocate between<br />
Orun and Aye; each begins with a free dot. Virtues can be<br />
increased with Merit points; however, <strong>the</strong> summed Virtue ratings<br />
can't exceed <strong>the</strong> character's generational total (pg. 7).<br />
Legacy: Pick a legacy, if you haven't already (pg. 8).<br />
Disciplines: Laibon have four dots to allocate to legacy<br />
Disciplines (pg. 9). Non-legacy Disciplines may only be purchased<br />
with Merit points, and must make sense: Potence for a Shango exghoul<br />
is fine, Obeah for <strong>the</strong> same character is not.<br />
Merit Points: Laibon have 20 Merit points and have access<br />
to <strong>the</strong> Merits in <strong>the</strong> WoD core, and can several unique Merits<br />
(see <strong>the</strong> next page). In addition, Merits from V:tM, KotEK and<br />
o<strong>the</strong>r books that would apply to Laibon may be purchased at <strong>the</strong><br />
Pick a Nature and Demeanor for your character from <strong>the</strong><br />
list, below, or create your own Archetype if you don't see something<br />
that fits your concept.<br />
Generally, a character regains a point of Willpower when<br />
acting in a way or experiencing something that fulfills his Nature.<br />
This should be a noteworthy event or something that impacts <strong>the</strong><br />
character tangibly; a Gallant that impresses his kholo with a song<br />
will earn Willpower, while serenading some impressionable girls<br />
at <strong>the</strong> truck stop wouldn't. Particularly significant fulfillment (such<br />
as said Gallant becoming widely known for his singing talent) may<br />
net one two Willpower or even more, at <strong>the</strong> Storyteller's discretion.<br />
The Storyteller is <strong>the</strong> ultimate judge of whe<strong>the</strong>r a Nature has been<br />
fulfilled, though <strong>the</strong> player is free to suggest a Willpower gain.<br />
Demeanor is merely <strong>the</strong> face you present to o<strong>the</strong>rs, and<br />
has no bearing on Willpower gain.<br />
Architect: Creating something of lasting value.<br />
Autocrat: Imposing your will on o<strong>the</strong>rs.<br />
Bon Vivant: Taking joy or reveling in something.<br />
Bravo: Succeeding through brute force or intimidation.<br />
Caregiver: Successfully protecting or nurturing ano<strong>the</strong>r.<br />
Competitor: Succeeding at someone else's expense or<br />
winning at something.<br />
Conformist: Helping o<strong>the</strong>rs achieve a goal or succeed by<br />
following <strong>the</strong>m.<br />
Conniver: Tricking ano<strong>the</strong>r into benefiting you.<br />
Crusader: Pursuing your driving passion or converting<br />
ano<strong>the</strong>r to it.<br />
Curmudgeon: When someone does something stupid or<br />
something goes wrong, just like you predicted.<br />
Diplomat: Uniting dissenting parties or peacefully resolving<br />
a dispute.<br />
costs listed in those books, though will have to be converted to <strong>the</strong><br />
new rules individually. Finally, Merit points may be used to buy<br />
extra trait dots (in <strong>the</strong> manner freebie points used to; see below).<br />
Willpower: Willpower is trait with a permanent rating<br />
(like <strong>the</strong> old game), though Willpower points are spent for extra<br />
dice as per <strong>the</strong> new system; <strong>the</strong> initial Willpower rating is <strong>the</strong> sum<br />
of [Resolve + Composure], but isn't limited to that total.<br />
Flaws: Flaws taken at character creation don't add to <strong>the</strong><br />
dots <strong>the</strong> character has to distribute, but offer bonus exp when <strong>the</strong>y<br />
come into play (per <strong>the</strong> new rules). A character may have multiple<br />
Flaws, but may only benefit from one Flaw per story. Choose and<br />
convert appropriate Flaws from <strong>the</strong> old books.<br />
Merit Costs<br />
Attribute: 4/dot<br />
Skill: 2/dot<br />
Specialty: 2/dot<br />
Merit: listed cost<br />
Discipline: 7/dot<br />
Virtue: 2/dot.<br />
Willpower: 2/dot<br />
Archetypes<br />
Experience Costs<br />
Attribute: new rating x 4<br />
Skill: new rating x 2<br />
Specialty: 2<br />
Merit: new rating x 2<br />
legacy Discipline: new rating x 5<br />
non-legacy Discipline: new rating x 7<br />
blood magic path: new rating x 4<br />
Virtue: new rating x 2<br />
Willpower: new rating x 2<br />
Gallant: Impressing o<strong>the</strong>rs.<br />
Jester: Lifting o<strong>the</strong>rs' spirits, or denying your own pain,<br />
through laughter or absurdity.<br />
Judge: Correctly deducing a mystery or determining ano<strong>the</strong>r's<br />
true nature or motives.<br />
Loner: Accomplishing something by yourself, yet that<br />
benefits your allies in some way.<br />
Martyr: Sacrificing for your ideals for ano<strong>the</strong>r's gain.<br />
Masochist: Suffering in some novel or meaningful way.<br />
Monster: Causing o<strong>the</strong>rs to recoil in horror of you.<br />
Mystic: Uncovering or helping conceal arcane lore.<br />
Scourge: Bringing suffering to <strong>the</strong> guilty.<br />
Pedagogue: When ano<strong>the</strong>r benefits from something you<br />
taught him.<br />
Penitent: Attaining some measure of absolution or redemption.<br />
Perfectionist: Accomplishing your goal without any demonstrable<br />
flaw or impediment.<br />
Progressive: Bringing “modern” thinking and ways to<br />
Africa in a way that improves <strong>the</strong> lives of its people.<br />
Rebel: Thwarting or actively fighting <strong>the</strong> particular force<br />
or group that you oppose.<br />
Rogue: Gaining from your self-centered nature.<br />
Survivor: Persevering through difficulty or danger.<br />
Thrill-Seeker: Experiencing exhilaration or some novel<br />
form of danger.<br />
Traditionalist: When <strong>the</strong> traditional ways of Africa turn<br />
out to be best, or you resist change for its own sake.<br />
Trickster: Teaching o<strong>the</strong>rs through irony or humor, or<br />
exploiting o<strong>the</strong>rs' foolishness.<br />
Visionary: Convincing o<strong>the</strong>rs to have faith in you.