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Vampire: the Ebony Kingdom - MrGone's Character Sheets

Vampire: the Ebony Kingdom - MrGone's Character Sheets

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Note: Sorcerers use <strong>the</strong> same die pool for all magical<br />

effects; <strong>the</strong> listed [Attribute + Ability + Discipline] die pools for a<br />

given effect are ignored. This is listed as <strong>the</strong> “Sorcery Pool.”<br />

Mana (blood pool): Mana serves as a mystical battery<br />

through which sorcerers channel <strong>the</strong>ir magic, similar to <strong>the</strong> blood<br />

pools of vampires. However, while Laibon often must expend<br />

blood for certain powers or effects, all “blood point costs” are<br />

waived for sorcerers, potentially allowing <strong>the</strong>m to create any effect<br />

for free; Celerity is <strong>the</strong> exemption to this rule, which costs a Mana<br />

point each turn to use. Instead, sorcerers may opt to spend Mana<br />

to add extra dice to sorcery pools, up to <strong>the</strong> limit listed per turn.<br />

The Inyanga<br />

The inyanga – also sangoma or medicine man – wields<br />

less spectacular powers than many mystics, though he's intimately<br />

tied to his township and attends <strong>the</strong>ir needs. He's who <strong>the</strong>y go to<br />

when <strong>the</strong>y are sick, in need of blessings, tormented by spirits, and<br />

require guidance from <strong>the</strong> ancestors. This sorcerer can levy potent<br />

curses, as well, he though reserves <strong>the</strong> worst of <strong>the</strong>m for enemies –<br />

such as Laibon.<br />

Nature/Demeanor: Judge/Caregiver<br />

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

4, Wit 2, Res 3<br />

Skills: Crafts (talismans) 1, Empathy 2, Intimidate 2, Investigation<br />

2, Medicine (traditional) 2, Occult 2, Persuasion 2,<br />

Politics 1, Science (herbalism) 1, Streetwise 1, Subterfuge 2<br />

Merits: Allies (township elders), Divine 3, Holistic Awareness,<br />

Meditative Mind, Resources 2, Unseen Sense (spirits)<br />

Virtues: Aye 6.<br />

Sorcery: Auspex 3, Dur-An-Ki [Evil Eye 3], Majesty 1,<br />

Obeah 3 (normal and Redeemed effects)<br />

Mana: 7 (2/turn)<br />

O<strong>the</strong>r Stats: Size 5, Initiative +5, Defense 2, Health 7,<br />

Speed 9, Willpower 6; eq. gen 11 th<br />

Equipment: Ritual knife (2L), gris-gris, cowrie shells<br />

for divination, medicinal plants, and various ritual implements.<br />

Newly Empowered Hunter<br />

Unlike <strong>the</strong> trained hunter, this man didn't set out to become<br />

a hunter of vampires and o<strong>the</strong>r demons. Hell, he didn't even<br />

know <strong>the</strong>y existed until recently. This laborer lived a simple life:<br />

he built houses, went home to his family, attended <strong>the</strong> local missionary<br />

church, and got by like o<strong>the</strong>r normal people.<br />

However, this man happened upon <strong>the</strong> scene of an attack<br />

one night, a Laibon assaulting some stranger... and <strong>the</strong> next thing<br />

he knew, <strong>the</strong> once mundane man was awakened to <strong>the</strong> dark truths<br />

of <strong>the</strong> world, empowered and mandated by <strong>the</strong> archangels to<br />

defend <strong>the</strong> victim and kill <strong>the</strong> undead abomination that threatened<br />

her. This newly empowered hunter has since been compelled to<br />

hunt and destroy o<strong>the</strong>r vampires and evil spirits, despite <strong>the</strong> fact<br />

that's precisely what he doesn't want to do. He just wants to close<br />

his eyes again and get his life back.<br />

The stats below reflect someone inexperienced at fighting,<br />

a common laborer granted miraculous and deadly new powers.<br />

Thus, his Attributes and Skills are unimpressive, while his sorcery<br />

offers him several deadly advantages. An empowered avenger that<br />

lasts long enough to adapt to his new life will grow in knowledge,<br />

and in mundane and supernatural talent... and will end up with an<br />

eroded Aye.<br />

Nature/Demeanor: Martyr/Scourge<br />

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

2, Wit 4, Res 2<br />

Skills: Athletics 2, Crafts (carpentry) 2, Brawl 1, Drive<br />

1, Occult 1, Socialize (carouse) 1, Streetwise 2, Weaponry 2<br />

Merits: Danger Sense, Fast Reflexes 3, Fresh Start, Iron<br />

Stamina 2, Quick Healer, Resources 1, Unseen Sense (anything)<br />

Virtues: Aye 6.<br />

Sorcery: Abombwe 1 (no Mana cost), Auspex 3, Celerity<br />

1, Dur-An-Ki [Hunter's Winds, Unassuming Pose only], Odu<br />

[Soul of Radiance 4], Potence 2; Sorcery Pool 6<br />

Special: The empowered hunter automatically shrugs off<br />

any and all effects that target <strong>the</strong> mind or influence emotions, including<br />

Dominate, Presence and <strong>the</strong> blood bond. Also, a point of<br />

Mana invested in a weapon allows it to inflict aggravated damage<br />

for one turn, even to unmanifested spirits.<br />

Mana: 7 (2/turn)<br />

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

Speed 13, Willpower 4; eq. gen 13 th<br />

Equipment: Claw hammer (7L, or 7A for one turn if one<br />

Mana is spent).<br />

Wait, Imbued Aren't Mages!<br />

Technically, imbued are indeed entirely different thingamabobs<br />

from mages. But that metagame knowledge aside, it<br />

probably doesn't really matter to a vampire if a particular hunter<br />

is powered by magic or Edges – someone wielding ei<strong>the</strong>r set of<br />

powers can detect and hurt her. Ultimately, I see no need to separate<br />

<strong>the</strong> two “supers” types here, as from a Laibon perspective<br />

(<strong>the</strong> only one that matters here) <strong>the</strong> distinctions between <strong>the</strong>m<br />

hardly matter, especially since we're using dumbed-down vampire<br />

stats to model <strong>the</strong>m anyway. Recategorize as you see fit.<br />

Shaman<br />

A shaman is a master of <strong>the</strong> spirit world and its denizens,<br />

though is inclined to not treat <strong>the</strong>m with disrespect or make<br />

excessive demands of <strong>the</strong>m. She can and will, however, when she<br />

must. As a consequence of her spiritual focus, <strong>the</strong> shaman is ra<strong>the</strong>r<br />

weak in <strong>the</strong> physical world. However, <strong>the</strong> shaman and her numerous<br />

spirit allies are adept at stacking <strong>the</strong> deck in <strong>the</strong>ir favor, and<br />

lucky is <strong>the</strong> vampire that can get <strong>the</strong> drop on this sorceress.<br />

Nature/Demeanor: Traditionalist/Pedagogue<br />

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

3, Wit 4, Res 3<br />

Skills: Animal Ken 2, Crafts 2, Empathy 1, Expression<br />

(dance) 1, Intimidate 2, Medicine 1, Occult (spirits) 4, Persuasion<br />

(again, spirits) 1, Subterfuge 1, Survival 1, Weaponry 1<br />

Merits: Ancestor Spirit (three moderately powerful spirits),<br />

Status (village 1), Unseen Sense (spirits)<br />

Virtues: Aye 6.<br />

Sorcery: Animalism 1, Auspex 5, Dur-An-Ki (Spirit<br />

Manipulation 5), Necromancy (Ashes 4, Tomb 5), Odu (Orisha<br />

Dance 4)<br />

Sorcery Pool: 9<br />

Mana: 9 (3/turn)<br />

O<strong>the</strong>r Stats: Size 5, Initiative +5, Defense 2, Health 7,<br />

Speed 9, Willpower 7; eq. gen 10 th<br />

Equipment: Kerrie (5B, enchanted to “ward” evil spirits<br />

and Laibon), ritual tools and equipment (including chiminage,<br />

fetters and spirit tokens).

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