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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.

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