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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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.