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Book of Bone and Ebony

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EXALTED • BOOK OF BONE AND EBONY<br />

spirit to make this journey. Only a willing spirit can partake<br />

<strong>of</strong> this ritual, <strong>and</strong> each that does is fully aware that it means<br />

turning away from the Celestial Bureaucracy <strong>and</strong> the light<br />

<strong>of</strong> Creation <strong>and</strong> the Unconquered Sun for all time.<br />

The ritual lasts six hours <strong>and</strong> must be timed to end<br />

when the sun <strong>of</strong> Creation <strong>and</strong> the sun set in motion by the<br />

Calendar are at equal declinations from the zenith. Among<br />

other foul actions, a mortal ridden by a possessing ghost<br />

must be sacrificed <strong>and</strong> the blood sipped by both necromancer<br />

<strong>and</strong> spirit.<br />

Once the ritual is completed, the spirit has forsaken<br />

Creation <strong>and</strong> becomes a part <strong>of</strong> the Underworld’s bare<br />

ecology. It regains Essence at normal rate in the Underworld<br />

<strong>and</strong> at half-normal rate in shadowl<strong>and</strong>s (see Exalted:<br />

The Abyssals, p. 25, for more details). In addition, the<br />

spirit <strong>and</strong> necromancer maintain a link. Once per year, as<br />

marked by the Underworld’s Calendar, the necromancer<br />

may approach <strong>and</strong> request a task <strong>of</strong> the spirit. This task may<br />

require up to a month <strong>of</strong> the spirit’s time <strong>and</strong> have nearly<br />

any object. Only if the request would dem<strong>and</strong> more than<br />

a month <strong>of</strong> time or require the spirit to take an action<br />

inimical to its being may the spirit refuse.<br />

LINKS BORN OF TUMULT<br />

Cost: 22 motes, 1 lethal health level<br />

Target: Caster<br />

Although usually cast in privacy, an observer to the<br />

hour-long ritual that Links Born <strong>of</strong> Tumult requires would<br />

see the caster appear to grow smaller <strong>and</strong> weaker, while his<br />

shadow swells <strong>and</strong> grows almost tangible.<br />

The caster must use a silver wire forged from pyre<br />

flame <strong>and</strong> quenched in blood to draw out his lower soul, or<br />

po. Lowering the wire down his throat, hooking the po <strong>and</strong><br />

pulling it up through his throat, the necromancer coughs<br />

up spirit <strong>and</strong> blood. It is a uniquely excruciating experience.<br />

Once done, the necromancer has placed his lower<br />

soul into his shadow. The shadow then has the statistics<br />

that the caster’s hungry ghost would (see Exalted: The<br />

Abyssals, pp. 61-62, for the process for creating exceptional<br />

hungry ghosts).<br />

The shadow will obey simple comm<strong>and</strong>s given by its<br />

master. The necromancer can also choose, at any time, to<br />

send his consciousness into the shadow to control it<br />

himself. When doing so he can use his Charms, Combos<br />

<strong>and</strong> spells through the shadow without complication, but<br />

his body lies powerless <strong>and</strong> vulnerable until he chooses to<br />

return to it.<br />

Links Born <strong>of</strong> Tumult has no set duration. The spell<br />

ends when the caster voluntarily devours his shadow <strong>and</strong><br />

lower soul, returning each to its rightful place. If the<br />

136<br />

shadow is destroyed, the necromancer’s lower soul returns<br />

to him in a blurred tatter <strong>and</strong> rips through his consciousness<br />

in a fury. The necromancer loses a permanent<br />

Willpower as a result. If he is actively controlling the<br />

shadow when it is destroyed, the necromancer is stunned<br />

for an hour while he recovers from the shock.<br />

RATTLED BONES OF WAR<br />

Cost: 22 motes (committed)<br />

Target: Caster<br />

The center <strong>of</strong> the necromancer’s chest begins to glow<br />

with a glistening white light. <strong>Bone</strong>s, one by one, burst forth<br />

from the ground around her, encased in the same luminescence.<br />

The bones, all shapes <strong>and</strong> sizes, fly through the air<br />

toward her <strong>and</strong> begin to surround her in a whirlwind <strong>of</strong><br />

increasing size. The necromancer is soon deep within a<br />

storm <strong>of</strong> ivory bones <strong>and</strong> light, which lifts her from the<br />

ground. The hundreds <strong>of</strong> bone fragments lock together<br />

around her, forming greave <strong>and</strong> cuisse, vambrace <strong>and</strong><br />

gauntlet, helm <strong>and</strong> visor <strong>and</strong> a cuirass that bears, in its<br />

center, the necromancer’s personal sigil. The last <strong>of</strong> the<br />

bones come together to form an enormous dire lance.<br />

When the necromancer casts this spell, she may<br />

choose whether to form a scout or a common warstrider.<br />

Whichever her choice, once encased in the massive construct<br />

<strong>of</strong> bone <strong>and</strong> iron, she is attuned to it as she would be<br />

to a normal warstrider — it responds to her actions, <strong>and</strong><br />

attacks that pierce its thick armor will wound her spirit,<br />

manifesting as woundless injury. The warstrider remains<br />

for one hour or until the necromancer lets her commitment<br />

lapse, at which point, the assembled bones fall to<br />

pieces around her, leaving her on the ground, as she was<br />

before the spell was cast — although perhaps worse for the<br />

wear. This deadline can be extended at any time the<br />

warstrider is active if the necromancer spends 11 motes per<br />

additional hour. Wounds <strong>and</strong>, more importantly, fatigue<br />

gained while in the warstrider do not magically disappear<br />

with the machine’s integrity.<br />

An alternate Labyrinth-circle version <strong>of</strong> this spell,<br />

Walking Gore Titan, costs only 16 motes (committed).<br />

But before it can be cast, a number <strong>of</strong> sentient beings<br />

possessing a cumulative permanent Essence <strong>of</strong> at least 10<br />

must be ritually sacrificed with an obsidian knife. Once the<br />

spell is cast from the center <strong>of</strong> the massacre, a crimson<br />

warstrider rises from the pooled blood <strong>of</strong> the slain <strong>and</strong><br />

congeals around the caster. The Walking Gore Titan<br />

wields a dripping fighting chain <strong>of</strong> bile-black, steel-hard<br />

entrails. Apart from its garish design <strong>and</strong> slick, disturbingly<br />

organic semblance, the war machine conjured by this spell<br />

exactly duplicates one raised by Rattled <strong>Bone</strong>s <strong>of</strong> War.<br />

Name Speed Accuracy Damage Defense<br />

Warstrider Fighting Chain +3 -1 +4 +2

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