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Book of Bone and Ebony

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(Necrosurgery) rating <strong>of</strong> ••••. Each roll represents two<br />

solid days <strong>of</strong> work.<br />

Like Walking War Machine, Spurring the Beast <strong>of</strong><br />

War requires (8 - necromancer’s Essence rating) motes <strong>of</strong><br />

Essence per success on the necrosurgery roll. Animating<br />

larger creatures therefore costs a great deal <strong>of</strong> Essence, but<br />

this increased cost reflects the greater difficulty <strong>of</strong> animating<br />

larger death engines.<br />

War machines animated with this spell have the<br />

following stats:<br />

Attributes: Strength 6, Dexterity 2, Stamina 5, Charisma<br />

0, Manipulation 0, Appearance 0, Perception 3, Intelligence<br />

1, Wits 4<br />

Virtues: Not applicable. Never fails Valor rolls, never<br />

succeeds at any other rolls.<br />

Abilities: Athletics 3, Awareness 2, Brawl 4, Dodge 4,<br />

Endurance 3, Melee 3, Resistance 3, Stealth 1<br />

Base Initiative: 7<br />

Soak: Highly variable, but not less than 4L/8B.<br />

Health Levels: For each success on the initial necrosurgery<br />

roll, the walking war machine has two -0, two -1 <strong>and</strong> three<br />

-2 health levels.<br />

Obsidian Reanimation<br />

The most powerful spell for animating war machines is<br />

the Void Circle spell Incomparable Destruction Engine. A<br />

necromancer cannot even attempt creating one <strong>of</strong> these war<br />

machines without a Craft (Necrosurgery) rating <strong>of</strong> •••••<br />

or more. Each roll represents three full days <strong>of</strong> work.<br />

The minimum Essence cost <strong>of</strong> Incomparable Destruction<br />

Engine is equal to the number <strong>of</strong> successes needed on<br />

the necrosurgery roll, although the Storyteller may double<br />

that in the case <strong>of</strong> truly colossal war machines (such as<br />

Juggernaut).<br />

The war machines animated with this spell have the<br />

following stats:<br />

Attributes: Strength 8, Dexterity 3, Stamina 7, Charisma<br />

0, Manipulation 0, Appearance 0, Perception 4, Intelligence<br />

2, Wits 4<br />

Virtues: Not applicable. Never fails Valor rolls, never<br />

succeeds at any other rolls.<br />

Abilities: Athletics 4, Awareness 3, Brawl 6, Dodge 2,<br />

Endurance 4, Melee 4, Resistance 5, Stealth 1<br />

Base Initiative: 8<br />

Health Levels: For each success on the initial necrosurgery<br />

roll, the walking war machine has three -0, three -1 <strong>and</strong><br />

four -2 health levels.<br />

NEMISSARIES<br />

With the right force <strong>of</strong> skilled ghosts, necromancy<br />

isn’t even strictly necessary to animate a war machine.<br />

Nemissaries animate bodies just as well <strong>and</strong> slightly more<br />

dexterously than necromancy. A nemissary animating a<br />

war engine must know Nemissary’s Ride (see Exalted: The<br />

Abyssals, p. 250) or Drive the Necrotic Colossus (see p.<br />

92). Some Deathlords <strong>and</strong> many Abyssals are less fond <strong>of</strong><br />

99<br />

CHAPTER FOUR • CREATIONS OF BONE<br />

this technique because nemissaries are, among other things,<br />

somewhat difficult to keep fed in Creation. Furthermore,<br />

many Deathlords <strong>and</strong> deathknights take a slightly dismissive<br />

tone toward nemissaries, whom they see as “mere<br />

ghosts.” The real problem with using nemissaries, <strong>of</strong> course,<br />

is that they have minds <strong>of</strong> their own. A necromancer<br />

knows that a construct animated with Walking War<br />

Machine will follow his instructions no matter what.<br />

Using nemissaries to animate his war machine detracts<br />

from that certainty.<br />

Nemissary-animated war machines will have stats<br />

appropriate to the size <strong>of</strong> the creation (as described above<br />

under necromantic reanimation, but use the nemissary’s<br />

Mental <strong>and</strong> Social Attributes (excepting Appearance).<br />

DEFENSE<br />

Without defenses, the walking war machines <strong>of</strong> the<br />

Deathlords would fall before Creation’s defenders before<br />

accomplishing their missions. The Deathlords have learned<br />

how to make the most <strong>of</strong> the size <strong>and</strong> power <strong>of</strong> these<br />

creations, but certain weaknesses in the basic design (such<br />

as their susceptibility to fire) have yet to be overcome.<br />

VANGUARD<br />

Not actually a part <strong>of</strong> the war machine proper, a<br />

vanguard is a contingent <strong>of</strong> undead troops that swarms<br />

around the war machine, defending <strong>and</strong> supporting it. The<br />

monstrosities <strong>of</strong> the Deathlords are fearsome <strong>and</strong> powerful,<br />

but speed <strong>and</strong> maneuverability are not known to be their<br />

primary strengths. The point <strong>of</strong> the vanguard is to make up<br />

for this weakness by providing quicker <strong>and</strong> more maneuverable<br />

troops to neutralize (or at least slow down) any<br />

forces that might be able to damage or destroy the war<br />

engine before it has been fully unleashed. This vanguard<br />

may contain zombies, but it will definitely include nemissaries<br />

augmented for war, <strong>and</strong> it will be charged with defending<br />

the war machine. Most support troops follow in the wake<br />

<strong>of</strong> war engines, but larger or more crucial war machines will<br />

have at least a few necrosurgeons (if not full on necromancers)<br />

to make repairs, should they prove necessary. These<br />

combat necrosurgeons could be Abyssal Exalted, but more<br />

<strong>of</strong>ten they will be nemissaries or exquisite undead aides<br />

(see Exalted: The Abyssals, p. 226), as the deathknights<br />

are too rare <strong>and</strong> too prized to act as mere backup.<br />

ARMOR<br />

There are as many different ways to armor a war<br />

machine as there are engineers devising them. Enormous<br />

plates <strong>of</strong> iron, soulsteel shielding, alchemically hardened<br />

flesh, bone carapaces <strong>and</strong> even more terrifying forms <strong>of</strong><br />

armor are used to harden these undead horrors.<br />

The following stats are for war machines that use large<br />

plates <strong>of</strong> the named material as armor. These plates are at<br />

least half an inch thick <strong>and</strong> cover important joints, sockets<br />

or vulnerable areas. In size class 3 <strong>and</strong> 4 war machines,

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