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Book of Bone and Ebony

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EXALTED • BOOK OF BONE AND EBONY<br />

all varieties. Some are simply mechanical, others mimic<br />

the powers <strong>of</strong> First Age artifacts, <strong>and</strong> still others harness<br />

the power <strong>of</strong> the Void.<br />

MECHANICAL<br />

Almost all walking war machines have some kind <strong>of</strong><br />

common weapons implanted in the flesh or screwed into<br />

bone. Barbed hooks, bone spine arrays <strong>and</strong> blades spinning<br />

on axles are all common on larger war machines. Most <strong>of</strong><br />

these cut or skewer, but some are meant to crush — a solid<br />

iron metal drum attached to the front <strong>of</strong> an engine or war,<br />

for example.<br />

ARTIFACT<br />

The weapons built by First Age warriors were designed<br />

to fight the Primordials <strong>and</strong> had to work in a myriad<br />

<strong>of</strong> spirit realms. As a result, they work just as well in the<br />

Underworld as they do in Creation. The problem with<br />

these weapons is that the war machine’s builder must<br />

actually get them, a process that can be difficult or, if not<br />

difficult, extraordinarily expensive.<br />

Few artifact weapons from the Shogunate period (or<br />

later) work in the Underworld. The realm <strong>of</strong> the dead is a<br />

spirit realm with its own principles <strong>and</strong> its own set <strong>of</strong> rules, <strong>and</strong><br />

the builders <strong>of</strong> that time slowly began forgetting (or never<br />

learned or didn’t have the power to achieve) the techniques<br />

for making artifacts work in radically different theaters <strong>of</strong> war.<br />

That said, the First <strong>and</strong> Forsaken Lion, a master <strong>of</strong> First<br />

Age weapons, has modified some powerful artifact weapons<br />

to work in the Underworld, powered by the Hearthstones <strong>of</strong><br />

Underworld Manses or by Essence-containing gems. It is<br />

known that he has Underworld equivalents <strong>of</strong> at least some<br />

powerful artifact weapons — ghosts have seen him deploy<br />

pyre-flame lances <strong>and</strong> implosion bows that focus pure entropy<br />

at their targets — <strong>and</strong> it is suspected that he has much<br />

more than that. The other Deathlords, while not so knowledgeable<br />

as the Lion, may have tricks up their sleeves as well,<br />

although what artifact weapons they have been able to<br />

retr<strong>of</strong>it to work in all theaters <strong>of</strong> battle remains to be seen.<br />

NECROMANTIC<br />

The Deathlords may not have much in the way <strong>of</strong> First<br />

Age weapons, but what they do have is necromancy. The<br />

ability to channel the destructive abilities <strong>of</strong> the Void is<br />

easily the equivalent <strong>of</strong> many First Age artifacts. The<br />

Deathlords have weapons that wither crops, curse those<br />

who see them, cause disease, sicken <strong>and</strong> kill livestock <strong>and</strong><br />

taint water so that it will never be potable. Some <strong>of</strong> these<br />

they install in their war machines, while others, such as the<br />

weapon <strong>of</strong> mephitic desolation, are the war machine.<br />

THINGS FALL APART<br />

For all its many strengths, dead flesh is not an ideal<br />

substance for war engines. Flesh may be tough, but it rots<br />

quickly. <strong>Bone</strong> is weak compared to soulsteel. Knowing<br />

102<br />

VOID CIRCLE NECROMANCY SPELL:<br />

OBLIVION’S AVATAR<br />

Cost: 10 motes (committed) per power, or 40 motes<br />

<strong>and</strong> 5 experience points per power to make the<br />

effect permanent<br />

Target: One war machine<br />

Animating a war machine is sometimes just<br />

the first step in creating a truly devastating weapon.<br />

Oblivion’s Avatar invests a walking war machine<br />

with a portion <strong>of</strong> the power <strong>of</strong> the Malfeans themselves,<br />

granting it the ability to carry pure entropy<br />

into Creation, which might manifest as a black<br />

nimbus <strong>of</strong> destruction akin to Crypt Bolt or (Material)<br />

Withering Method (see Exalted: The Abyssals<br />

pp. 191 <strong>and</strong> 187-188, respectively), the ability to<br />

spread disease or some other form <strong>of</strong> direct channeling<br />

<strong>of</strong> Oblivion into the realm <strong>of</strong> the living. The<br />

prayer-blocking ability <strong>of</strong> the weapon <strong>of</strong> mephitic<br />

desolation is a product <strong>of</strong> this spell. Other examples<br />

<strong>of</strong> the power <strong>of</strong> Oblivion’s Avatar are listed in the<br />

sidebar “Necromantic Weaponry” on page 109.<br />

how to maintain the war machines <strong>of</strong> the Underworld is at<br />

least as important as knowing how to create them.<br />

ROT<br />

A carefully constructed, perfectly lethal battle engine<br />

can decay beyond repair in just a few weeks in a warm,<br />

moist environment. Human sized <strong>and</strong> smaller devices <strong>of</strong><br />

reanimated flesh can be protected from rot fairly easily.<br />

The Deathlords have long since plumbed the depths <strong>of</strong><br />

mummification lore, <strong>and</strong> they’ve learned to keep smaller<br />

war engines in alchemically prepared preservative baths.<br />

Larger war engines are typically kept in silos full <strong>of</strong> preservative<br />

tallow. It is likely that the larger war engines have<br />

all benefited from the Abyssal Charm Decay Resistance<br />

Preparation (see Exalted: The Abyssals, p. 188), <strong>and</strong><br />

many nemissaries use advanced Arcanoi to suspend, halt<br />

or reverse rot in the engines they animate.<br />

WEAR<br />

When dead flesh <strong>and</strong> metal come into conflict, the<br />

metal wins, <strong>and</strong> the flesh needs to be mended or replaced.<br />

This is just as true when the metal involved is part <strong>of</strong> the<br />

war machine itself as it is when the metal is an enemy’s<br />

daiklave. Simple, st<strong>and</strong>ard operations such as walking take<br />

their toll on war machines. Dead feet get worn down to<br />

frayed <strong>and</strong> splintered shins, turning gears amputate poorly<br />

placed arms, <strong>and</strong> any kind <strong>of</strong> repetitive percussion can<br />

ultimately pulverize a zombie. A size class 3 war engine<br />

wears out the equivalent <strong>of</strong> a zombie’s worth <strong>of</strong> flesh in a

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