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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Essence allows <strong>the</strong> spirit to move up to 25 pounds).<br />
Summon Wind (Essence cost varies): The spirit can<br />
create gusts of wind with an expenditure of 1 Essence per 10 miles<br />
per hour; this effect lasts for a number of turns equal to <strong>the</strong> successes<br />
on an [Orun + Rank] roll.<br />
Shapeshift (Essence cost varies): The spirit can change<br />
its appearance and form with an [Orun + Rank] roll. The more<br />
radical <strong>the</strong> change, <strong>the</strong> higher <strong>the</strong> Essence cost: 2 for minor cosmetic<br />
alterations (man to woman), and up to 5 for drastic alterations<br />
of shape and size (monkey to crocodile). Its capabilities don't<br />
change, just its appearance: a monkey-spirit that mimics a crocodile-spirit<br />
gains none of its strength or swimming ability. Spirits<br />
using Appear or Manifest may use Shapeshift in conjunction.<br />
Short Out (3 Essence): This charm targets electronics<br />
and o<strong>the</strong>r electrical systems with a [Beast + Rank] roll, temporarily<br />
shorting <strong>the</strong>m out; particularly fragile items may be ruined.<br />
Snatch (Essence cost varies): A spirit with this charm<br />
can remove an inanimate object from <strong>the</strong> physical world and take<br />
it into <strong>the</strong> spirit world. Living things, or objects inhabited by spirits<br />
(like fetishes and reliquaries), can't be targeted. The Essence<br />
cost usually equals <strong>the</strong> item's Size +1, and it requires an [Orun +<br />
Rank] roll; this cost is doubled for enchanted objects.<br />
Spirit Away (20 Essence): A dreaded power thankfully<br />
limited to <strong>the</strong> most powerful spirits, Spirit Away allows a spirit to<br />
snatch a victim and whisk her away to its home spirit realm (along<br />
with <strong>the</strong> spirit). After grappling <strong>the</strong> victim, <strong>the</strong> spirit rolls [Orun +<br />
Rank]; if <strong>the</strong> number of successes attained exceed <strong>the</strong> victim's<br />
Wits, <strong>the</strong> victim and demon disappear. The victim may attempt to<br />
escape, though this is left for <strong>the</strong> Storyteller to puzzle out...<br />
Tracking (5 Essence): The spirit can unerringly track its<br />
prey, or find a specific item; in both cases, <strong>the</strong> spirit must have<br />
touched <strong>the</strong> quarry, tasted its Essence or blood, or o<strong>the</strong>rwise have<br />
some sort of trace to “lock onto.” This requires an [Orun + Rank]<br />
roll. A new roll must be made each day of tracking.<br />
Ancestor<br />
There are a multitude of ancestor spirits; almost every<br />
existing tribe is thought to have its own ancestor spirits, though<br />
<strong>the</strong>y're more active in where people venerate <strong>the</strong>m and follow<br />
tradition. Many ancestor spirits are well over a hundred years old,<br />
and some speak of <strong>the</strong> coming of slavers to Africa's shores in <strong>the</strong>ir<br />
lifetimes. All ancestors are <strong>the</strong>mselves <strong>the</strong> abambo of those who<br />
respected tradition in life, and took council from <strong>the</strong> ancestors of<br />
ages past. They provide examples and guidance to those who<br />
follow <strong>the</strong> old ways. The most forgiving ancestors might council a<br />
Laibon, if he offers respect and performs <strong>the</strong> proper rituals. Ancestor<br />
spirits are reserved and well-mannered, and expect <strong>the</strong> same<br />
of those who would address or supplicate <strong>the</strong>m.<br />
Image: Ancestor spirits appear as idealized, ghostly representations<br />
of what <strong>the</strong>y looked like in life. They always appear<br />
garbed in traditional clothing and are well-groomed.<br />
Traits: Aye 4, Orun 5, Beast 2, Rank 5, Size 5, Essence<br />
55 (Initiative +6, Defense 2, Corpus 12, Speed 14)<br />
Charms: Animate, Appear, Emotion Feeding (respect),<br />
Influence (fear), Mind Speech, Possession, Reform (at fetter),<br />
Rend (spirit-spear), Spirit Hand<br />
Demon Elephant<br />
An elephant spirit driven mad by <strong>the</strong> slaughter of herds<br />
by poachers and o<strong>the</strong>rs, this blood-soaked brute attacks anything<br />
and everything it considers a threat – and it's irrational enough that<br />
pretty much anything can fall into that category, especially Laibon<br />
with a taste for pachyderm. Its tactics are simple: manifest from<br />
out of nowhere and attack. This monster is a lethal foe, and easily<br />
a match for an experienced brood of Laibon.<br />
Image: A big bull elephant with orange glowing eyes,<br />
soaked with blood. It acts and fights with a feral, malign cunning.<br />
Traits: Aye 1, Orun 2, Beast 6, Rank 3, Size 9, Essence<br />
32 (Initiative +7, Defense 2, Corpus 18, Speed 21)<br />
Charms: Armor, Banishment (a “free” effect when <strong>the</strong><br />
spirit first physically manifests), Manifest (cost 22; Str 8, Dex 1,<br />
Sta 5; Size 9; Initiative +2, Defense 1, Health 15, Speed 21; tusk<br />
gore 13L; Armor 2/2), Rend (tusk gore)<br />
Ibambo<br />
Abambo are <strong>the</strong> common ghosts of <strong>the</strong> <strong>Ebony</strong> <strong>Kingdom</strong>,<br />
<strong>the</strong> souls of <strong>the</strong> living that remain behind after death. There seem<br />
to be lot of <strong>the</strong>m lately, though <strong>the</strong>ir paths cross those of Laibon<br />
only rarely. However, this isn't always <strong>the</strong> case – careless feeders<br />
often find <strong>the</strong>mselves stalked by <strong>the</strong> shades of those <strong>the</strong>y killed,<br />
while practitioners of unwholesome Necromancy deal with <strong>the</strong>se<br />
spirits as a matter of course. And family ties exist unto death, undeath<br />
and beyond; sometimes ghosts will approach relatives in <strong>the</strong><br />
lands of <strong>the</strong> living for favors or information, or perhaps (rarely) to<br />
offer <strong>the</strong>m.<br />
Image: Ghosts appear as <strong>the</strong>y did in life, though drained<br />
of color and vitality. Many display wounds or o<strong>the</strong>r marks of <strong>the</strong>ir<br />
deaths.<br />
Traits: Aye 2, Orun 2, Beast 3, Rank 1, Size 5, Essence<br />
12 (Initiative +5, Defense 2, Corpus 9, Speed 11)<br />
Charms: Appear, Emotion Feeding (vengeance), Reform<br />
(at fetter), and one or two of <strong>the</strong> following: Animate, Manifest<br />
(cost 9; Str 2, Dex 3, Sta 3; Size 5; Defense 2, Health 8, Initiative<br />
+5, Speed 10), Possession, Spirit Hand<br />
Monkey-Spirit<br />
No wise and sagacious tricksters <strong>the</strong>se, monkey-spirits<br />
run <strong>the</strong> range from mischievous to mean. Some are happy stealing<br />
stuff, tripping people up or passing <strong>the</strong>mselves off as o<strong>the</strong>r spirits,<br />
o<strong>the</strong>rs attack “trespassers” in <strong>the</strong>ir territory. None are safe from<br />
<strong>the</strong>ir depredations, but <strong>the</strong>y seem to target Laibon in particular.<br />
Thankfully, <strong>the</strong>re aren't many monkey-spirits, and <strong>the</strong>y aren't powerful<br />
enough to cause much devilry in <strong>the</strong> physical world.<br />
Traits: Aye 2, Orun 2, Beast 3, Rank 1, Size 3, Essence<br />
12 (Initiative +5, Defense 2, Corpus 7, Speed 15)<br />
Charms: Rend (bites), Spirit Hand, Shapeshift, Snatch<br />
Image: These spirits usually appear as some sort of treedwelling<br />
monkey, though through use of <strong>the</strong> Shapeshift charm <strong>the</strong>y<br />
can present <strong>the</strong>mselves demons, beautiful ghost-maidens or o<strong>the</strong>r<br />
sorts of spirits. They're rarely clever enough to pull off such ruses<br />
convincingly.<br />
River-Spirit<br />
A typical nature spirit tied to an element and location –<br />
in this case, a secluded stretch of river. “Typical” doesn't mean<br />
“common”; <strong>the</strong>se spirits only manifest in unpolluted waters, and<br />
such places are disappearing rapidly. River-spirits have little to<br />
offer <strong>the</strong> undead, and vice-versa.<br />
* Image: A roughly humanoid being of water.<br />
Traits: Aye 3, Orun 4, Beast 2, Rank 3, Size 5, Essence<br />
34 (Initiative +5, Defense 2, Corpus 10, Speed 9)<br />
Charms: Appear, Animate (water only), Reform, Rejuvenation,<br />
Shapeshift