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Earthbound – Cheat Sheet

 Torment 10 – transformed permanently into Earthbound! All previous pacts broken, apocalyptic
form re-designed

 Special rules for becoming Earthbound before Torment 10* (pg. 68)

 Character creation
o Attributes: 8/6/4
o Abilities: 17/12/7
o Torment: 10
o Faith: 4
o Backgrounds: 10
o Lore: 10
o Urges: 3
o Freebies: 21
 Attribute: 6
 Ability: 2
 Lore: 5
 Background: 1
 Faith: 5
 Urge: 3
 Willpower: 1
 Reliquary
o Perfect Reliquary
 Durability – willpower rating for automatic soak deductions
 Health – equal to permanent faith
 Regeneration – 1 faith/week to heal the reliquary
 Manifestation – 2 faith/turn
 Sensations – 360 degree senses surrounding reliquary, sight pierces darkness
o Improvised Reliquary
 Durability – temporary willpower rating, rolled for soak
 Health – equal to permanent faith
 Regeneration – 1 faith/month to heal the reliquary
 Faith Limit – no more than 3 dots in Hoard
 Manifestation – 1 faith/turn
 Sensations – 360 degree senses surrounding reliquary, sight pierces darkness
o Location
 Durability – permanent willpower rating, rolled for soak
 Health – equal to (permanent willpower + permanent faith) x 2]
 Regeneration – 1 faith/week to heal the reliquary
 Manifestation – 2 faith/turn anywhere in the location, outside of location: yards =
faith
 Senses – senses everything within the location; 360 degree senses surrounding
reliquary, sight pierces darkness
 Size – apocalyptic form gains Huge Size feature
 Urges
o Add dots to be divided amongst corresponding attributes for possessed mortals or an
Earthbound’s manifested apocalyptic form

 Possession
o Earthbound attributes are only used when manifesting apocalyptic form
o Earthbound may use the host’s abilities or its own

 Backgrounds
o Codex – roll once when encountering a demon, dif. 8; success = Celestial name, 4+ = True
Name
o Cult – size and breadth of mortal followers; frequency of veneration rituals
o Hoard – capacity of faith storage within reliquary
o Mastery – ability to augment Lore effects
o Thralls – number of powerful Earthbound thralls
o Worship – determines the power of veneration rituals
o Allies – rare associates of the Earthbound
o Influence – measure of indirect influence on mortal society
o Resources – measure of indirect financial wealth through followers
 Gaining faith
o Rituals of small, intimate circles of worshipers (Cult – frequency, Worship – number of faith
points)
o Veneration rituals – Infrequent rituals that do not generate faith but do boost the power of
evocations. Bonus dice for evocations are equal to the amount of hours spent in worship, up
to a limit of the Earthbound’s permanent faith.

 Stasis
o Without a point of temporary faith, the Earthbound temporary willpower (which it cannot
regain) and then enters stasis—a timeless hibernation within its reliquary where it dreams
of rising again.

 True Faith Against Earthbound


o If in a mortal body or manifested – the Earthbound must soak lethal damage each turn
equal to the faith rating of the holy ground/item. Roll Willpower dif. 7 each turn to stay on
holy ground/hold a holy item.
o If in a reliquary – the Earthbound automatically takes lethal damage each turn equal to the
faith rating of the holy ground/holy item. Damage applies to the reliquary, not the demon.
Temporary faith can be spent to negate one point of damage.
o Prayers
 Banishment – it cannot enter areas that it has been banished. Earthbound are
unable to manifest their apocalyptic form if its reliquary is placed within an area of
banishment. This lasts until the power of prayer ceases.
 Abjuration – same as banishment. Reliquary must be brought in by someone else.
 Binding – in mortal body, trapped as normal but can retreat back to reliquary. In
reliquary it is trapped as normal, unable to manifest its apocalyptic form, but
capable of evocations.
 Exorcism – used on a host, sends the Earthbound back to its reliquary; the mortal
still dies. Used on a reliquary – no effect!
 Innate powers
o Immunity to mind control
o Immunity to possession
o Immortality
o Supernatural Awareness
o Resistance to illusions, -1 difficulty if in reliquary
o Soak bashing and lethal
o 8 health levels spiritually, plus reliquary health levels
o Regeneration of spirit and mortal host – 1 faith for all bashing, 1 faith/lethal, 3
faith/aggravated
o Regeneration of reliquary, albeit slower (see above)
o Lore Mastery – multiply range, target, etc. 10 fold/faith point
o Invocations – per normal, but without the need to speak aloud
o Apocalyptic Form
 Possession of Mortal; attribute bonuses from the form and Urge bonuses are
applied to host’s body; faith roll required
 Raw Manifestation – attributes of Earthbound plus Urge bonuses; huge faith drain
(see reliquary); appears near reliquary; no faith roll needed; if killed in this form,
connection with reliquary is severed permanently and the Earthbound is sent back
to Hell
o Enslaving demons through evocation –must have veneration ritual by followers completed
for a number of hours equal to target’s faith; demon must be present within its reliquary;
Earthbound must speak the demon’s true name and roll 3 successes on faith roll to make
contact, and must be within proximity of the target (faith of Earthbound in miles); the
Earthbound spends a point of willpower and rolls faith, difficulty 8; the target rolls
willpower; the Earthbound can spend faith, and the target can spend willpower for
automatic successes, respectively
 If the Earthbound botches – no more attempts can be made
 If the Earthbound loses – future attempts give the target dice equal to their own
faith to help resist
 If the Earthbound wins – the target is enslaved; orders can be given by invocation;
the target must follow the orders unless they try to resist with their willpower vs.
the Earthbound’s faith; if the target wins, they can resist; if the Earthbound botches,
the target gains a willpower point; if the target fails, they lose a point of permanent
willpower; targets can only break their slavery by altering their own True Name
o Forced worship
 Reveal demonic power to mortal; the Earthbound rolls faith, and the target(s) roll
Willpower, both difficulty 7 (willpower can be spent for both); if successful, the
mortal placates the monster and submits to its will unless de-programmed; if the
Earthbound botches, the mortal can never be converted; if the mortal botches, they
gain a derangement and lose a point of permanent willpower; mortals forced into
worship can be possessed
o Possession
 Worshipper must touch the Earthbound’s reliquary; Earthbound rolls faith; success
means possession, failure can lead to re-attempt, botch prevents any future
attempts;
 Attributes of the mortal are used, but these can be improved through applying
Urges
 Once possessed the mortal will die no matter what; the time clock is 48 hours; this is
reduced by one hour for each faith point used; this time can be extended by one
hour at a time with a successful faith roll
 The mortal body dies in a grotesque manner, congruent with the Earthbound’s
primary lore
 If the clock runs-out during combat, the Earthbound’s host rolls stamina, difficulty 8;
this roll determines how many turns remain until death; on a botch, the body dies
immediately and the Earthbound loses a point of temporary willpower; if any more
faith is spent or if faith is rolled, the body dies instantly; when the mortal body dies,
the Earthbound returns to its reliquary
 Killing Earthbound
o If “killed” while manifesting, the connection with the reliquary is permanently severed, and
the Earthbound is sent back to hell
o If the reliquary is destroyed, the Earthbound immediately manifests, and then is
subsequently sucked back to hell after one turn; the Earthbound can return to Creation if
summoned
o During the turn that an Earthbound is outside of its destroyed reliquary, it can be consumed,
but at great potential cost of the attacker; the Storyteller rolls the Earthbound’s torment
(10), difficulty 8, with each success adding a dot of permanent torment to the attacker;
botching is not possible
o Discarnate Earthbound can be bound into a soul trap or new reliquary

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