08.01.2013 Views

Vampire: the Ebony Kingdom - MrGone's Character Sheets

Vampire: the Ebony Kingdom - MrGone's Character Sheets

Vampire: the Ebony Kingdom - MrGone's Character Sheets

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

and o<strong>the</strong>rs, and measures its spiritual strength and “physical” presence;<br />

a high Beast doesn't necessarily indicate wickedness or hostility,<br />

though that's often <strong>the</strong> case. [Beast + Rank] is used in any<br />

roll for which a Physical Attribute would be used, including attack<br />

rolls. Spirit attacks typically do lethal damage, with exceptions<br />

noted o<strong>the</strong>rwise. While spirits may carry weapons or display fearsome<br />

natural accoutrements, <strong>the</strong>se are reflections of those beings'<br />

natures, and offer no bonus to <strong>the</strong> Beast roll when an attack is<br />

made – <strong>the</strong> Beast rating takes such armaments into account.<br />

Rank: Rank is a measure of a spirit's overall power, as<br />

well as its status and station among spirits. Rank is used in place<br />

of Skill in die pools (adding to Aye, Orun or Beast), and it adds to<br />

a variety of rolls and values. It ranges from 1-5, though truly epic<br />

spirits may have even higher ratings.<br />

Size: The “mass” of a spirit. Most abambo are Size 5,<br />

while nature spirits come in a variety of sizes.<br />

Corpus: Corpus is equal to [Beast + Size + Rank], and<br />

serves as <strong>the</strong> spirit's Health. Corpus is lost as <strong>the</strong> spirit takes damage,<br />

and recovers as <strong>the</strong> spirits heals. Spirits take damage as mortals.<br />

A point of Essence can be spent to heal two boxes of bashing<br />

damage or one lethal; restoring a point lost to aggravated damage<br />

takes five points of Essence.<br />

Normally, when a spirit is destroyed by reducing its Corpus<br />

to zero, it's reabsorbed somewhere in <strong>the</strong> spirit world where it<br />

recovers slowly; during this time, it can't be summoned, attacked,<br />

communicated with or affected in any way. After a number of<br />

hours equal to [30 minus (Orun + Rank)], it reforms in a safe area<br />

with 1 Essence; ghosts always reincorporate at a fetter (an object<br />

of great personal significance while it was living). A spirit taken<br />

to zero Corpus by lethal damage must make an Orun roll; failure<br />

indicates it's destroyed permanently, while success allows it to reincorporate<br />

after double <strong>the</strong> normal time. A spirit that loses all its<br />

Corpus to aggravated damage is destroyed permanently except in<br />

<strong>the</strong> case of <strong>the</strong> most powerful spiritual beings, like orisha, totem<br />

spirits and angels.<br />

Essence: Essence serves <strong>the</strong> spirit's power reservoir for<br />

charms; Essence is lost as <strong>the</strong> spirit spends it, and recovers at a<br />

rate equal to (Orun + Rank) per day. The maximum Essence of a<br />

spirit is equal to its [(Rank x 10) + Orun]. Essence may also be<br />

spent to add extra dice to rolls and resistance traits in precisely <strong>the</strong><br />

manner Willpower does.<br />

Derived Stats: Defense = Orun or Beast (whichever is<br />

lower); Corpus [Beast + Rank + Size] (no wound penalties); Initiative<br />

= [Aye + Beast]; Speed = [Beast x 2 + Size].<br />

Spirit Combat<br />

Spirits fight much like o<strong>the</strong>r characters, though have<br />

simplified traits. Spirits can only be physically engaged when a<br />

vampire is in <strong>the</strong> spirit world, when <strong>the</strong> spirit manifests in <strong>the</strong> material<br />

world, or when special Discipline powers or blood magic allow<br />

interaction. While in <strong>the</strong> spirit world, Laibon are fully subject<br />

to spirits' attacks and charms, and are very often at a disadvantage<br />

on <strong>the</strong>ir opponents' turf. A spirit uses its [Beast + Rank] to attack<br />

and damage o<strong>the</strong>r spirits or visitors. The lowest between Orun<br />

and Beast is used for Defense, [Aye + Beast] is used for Initiative,<br />

and [Beast x 2] + Size equals Speed. Physically manifested spirits<br />

use Attributes, Health and some o<strong>the</strong>r traits possessed by material<br />

creatures; see <strong>the</strong> Manifest charm. Laibon destroyed in <strong>the</strong> spirit<br />

world suffer <strong>the</strong> Final Death.<br />

Spirits can act once per turn to attack, defend, move, or<br />

use a charm (<strong>the</strong> Alacrity charm being an exception to this rule).<br />

Charms<br />

Charms are mystical powers that spirits possess, allowing<br />

<strong>the</strong>m to affect one o<strong>the</strong>r and <strong>the</strong>ir spiritual environment as well<br />

as <strong>the</strong> physical realm and those that dwell <strong>the</strong>rein. Each charm is<br />

listed with a Essence cost (if any), range and duration (if applicable)<br />

and a brief description of its effects. Any charm with no<br />

listed range affects only <strong>the</strong> spirit, while no listed duration means<br />

<strong>the</strong> effect is instantaneous. Using most charms is a standard action,<br />

though any that are reflexive actions are listed as such; in no<br />

case may a spirit activate more than one charm per turn.<br />

Charms that target <strong>the</strong> physical realm or those in it suffer<br />

a penalty to <strong>the</strong>ir rolls equal to <strong>the</strong> local Shroud. Targets apply<br />

<strong>the</strong>ir Defense against any charm that has an immediate physical<br />

effect, assuming <strong>the</strong>y can see <strong>the</strong> attack coming (Defense would<br />

apply against Lightning Bolt, for example, but not Corruption).<br />

Alacrity (1 Essence): The spirits' answer to Celerity,<br />

this charm grants <strong>the</strong> spirit unnatural speed. The spirit spends one<br />

Essence, and gains its Rank in Alacrity actions that turn; activating<br />

this charm is a free action. An Alacrity action may be used to<br />

“purchase” any one of <strong>the</strong> following effects:<br />

• Make an extra attack or action (not including charm activation).<br />

Each action that turn is made at a penalty equal to <strong>the</strong><br />

number of extra actions taken; Defense is retained.<br />

• Each Alacrity action devoted to Speed adds [Strength + Dexterity]<br />

to <strong>the</strong> spirit's Speed.<br />

• Each Alacrity action spent toward Defense increases it by 1.<br />

• Each Alacrity action spent for Initiative adds 2 to <strong>the</strong> spirit's<br />

Initiative result (meaning <strong>the</strong> spirit can act at different times<br />

on different turns).<br />

Animate (4 Essence): The spirit can animate and control<br />

an inanimate object or element in <strong>the</strong> physical realm with a<br />

successful [Orun + Rank] roll. Exactly what <strong>the</strong> spirit controls reflects<br />

its origins or nature, so a river-spirit might manipulate water,<br />

while an ibambo might animate bone or a fetter. While <strong>the</strong> spirit<br />

animates <strong>the</strong> material, he can attack with it using its [Beast +<br />

Rank]; <strong>the</strong> specifics of <strong>the</strong> damage are left to <strong>the</strong> Storyteller, but<br />

should reflect <strong>the</strong> item or substance – for instance, animated fire<br />

would cause aggravated damage to vampires, while sand blasts<br />

would only inflict bashing but could temporarily blind.<br />

Appear (1 Essence): The spirit can manifest to those in<br />

<strong>the</strong> physical realm without taking on material form; this requires<br />

an [Aye + Rank] roll, with successes on that roll <strong>the</strong> number of<br />

turns it can appear. It can't affect <strong>the</strong> physical world, however, at<br />

least without <strong>the</strong> use of o<strong>the</strong>r charms that would allow it to do so.<br />

Armor (2 Essence per dot of Armor): The spirit may<br />

augment its defenses by granting itself up to three dots of Armor<br />

for <strong>the</strong> duration of <strong>the</strong> scene; some abambo manifest wraithly suits<br />

of armor, while o<strong>the</strong>r spirits sprout scales, carapaces and stranger<br />

things. This Armor offers protection against all physical attacks<br />

except those causing aggravated damage.<br />

Banishment (2 Essence): As <strong>the</strong> Majesty 11 power;<br />

roll [Aye + Rank].<br />

Create Flame (5+ Essence): The spirit may attack with<br />

flame – exhaling it, conjuring it and sending it forth, or whatever<br />

is appropriate. Each success on a [Beast + Rank] roll inflicts one<br />

point of lethal damage (agg for Laibon); each additional 2 Essence<br />

spent on an attack increases <strong>the</strong> attack pool (up to +5). Attacking<br />

enemies on <strong>the</strong> physical plane from <strong>the</strong> spirit world costs an extra<br />

Essence point. A less destructive use of this charm is to conjure<br />

simple fires, with <strong>the</strong> size and heat of <strong>the</strong> fire depending on <strong>the</strong><br />

successes on <strong>the</strong> [Beast + Rank] roll.

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!