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Book of Bone and Ebony

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EXALTED • BOOK OF BONE AND EBONY<br />

darker <strong>and</strong> more desolate place where loss <strong>of</strong> logic <strong>and</strong><br />

rationality is commonplace. In one word, it’s the Labyrinth.<br />

This chapter presents plasmics from all six <strong>of</strong> these<br />

locations before taking on the fulfillment <strong>of</strong> the Mask <strong>of</strong><br />

Winter’s plans, the children <strong>of</strong> Juggernaut.<br />

EASTERN PLASMICS<br />

The following plasmics have the Eastern Underworld<br />

as their natural habitat.<br />

CHAMELEON MONKEY<br />

Chameleon monkeys are common creatures in the<br />

southeastern l<strong>and</strong>scape. The creatures always dwell inside<br />

or just outside village (or city) walls, for they desire to be<br />

close to ghosts. Yet, they are extremely hard to detect<br />

(something which is reflected by their high Stealth score)<br />

<strong>and</strong> <strong>of</strong>ten pass unnoticed. This is not due to a special ability,<br />

but rather the creatures’ inaptitude at rising with fully<br />

formed Essence bodies. They are merely translucent <strong>and</strong><br />

decayed images <strong>of</strong> panic monkeys (see Creatures <strong>of</strong> the<br />

Wyld, p. 46), moving in large packs <strong>of</strong> at least 20 creatures.<br />

In death, they are unable to sound the well-known<br />

chattering monkey laughter that they do in Creation.<br />

Instead, they are silent, somber beings that rarely engage<br />

in violent actions; preferring to cause chaos by stealing<br />

equipment from one individual <strong>and</strong> placing it with another’s<br />

in order to gain attention. It is not unheard <strong>of</strong> that entire<br />

villages end up fighting due to their failure to realize that<br />

there are chameleon monkeys present.<br />

HURA<br />

Each hura appears as an old woman, clothed in layers<br />

<strong>of</strong> green veils <strong>and</strong> death trappings. Underneath the veils,<br />

there is nothing but a pale, decayed female body. History<br />

records them as a humanoid race in Creation during the<br />

First Age, which was forced to flee into the Underworld<br />

during the Dragon-Blooded uprising against the Solars.<br />

The huras’ duty was to guard children from dematerialized<br />

dangers, for they possessed the talent to view the spirit<br />

world <strong>and</strong> strike back at incorporeal creatures. Driven<br />

insane by being trapped in a pale imitation <strong>of</strong> their oncebeloved<br />

Creation, their purpose has switched, <strong>and</strong> all that<br />

drives them now is an intense hatred <strong>of</strong> the Dragon-<br />

Blooded. Yet, Dynastic ghosts are rare due to the practice <strong>of</strong><br />

the Immaculate Philosophy on the Blessed Isle, so the Huras<br />

spend much <strong>of</strong> their time dreaming up terrible things to do<br />

to the rare ghosts that does fall into their h<strong>and</strong>s.<br />

Huras operate in groups <strong>of</strong> four; moving in after<br />

nightfall to steal ghostly children, who they bring to their<br />

ab<strong>and</strong>oned ruins in the deepest East, where few are able to<br />

tread due to the heavy vegetation. Their captives never<br />

meet a final end <strong>and</strong> remain locked up in cages hanging<br />

high up in the treetops. Ghosts who have been captive for<br />

centuries eventually lose hope <strong>and</strong> fall into Oblivion or<br />

148<br />

Lethe after enough years without anyone arriving to answer<br />

their calls for aid.<br />

These creatures are able to use what little winds blow<br />

to engage in slow flight up among the trees. This ability is<br />

never used to engage in fly-by attacks, only to lift Huras<br />

into safety or to move the battle onto the treetops. In<br />

combat, their veils also function as whips, <strong>and</strong> each Hura<br />

is able to perform one attack each turn against anything<br />

that is within the whip’s reach (three yards) without<br />

suffering any dice pool penalties.<br />

LETHE SERPENT<br />

Exalted: The Abyssals (p. 47) mentions serpents<br />

hiding in among the roots <strong>of</strong> the dead Eastern trees,<br />

waiting for ghosts to bite <strong>and</strong> infect with a poison that<br />

sends them into Lethe — these are the Lethe serpents. It’s<br />

no secret to the Easterners that there are serpents with the<br />

power to enforce Lethe upon a ghost, <strong>and</strong> every dead with<br />

sense <strong>of</strong> self-preservation makes sure to cover their feet <strong>and</strong><br />

legs carefully when entering densely vegetated areas.<br />

The serpents are especially dangerous since they’re<br />

easily mistaken for regular roots, but once their pale eyes<br />

<strong>and</strong> bodies shimmer in the sparse light <strong>of</strong> the forest, ghosts<br />

know that the end might well be near.<br />

After being bitten, roll the ghost’s Stamina + Resistance,<br />

difficulty 3. If the roll fails, the ghost immediately<br />

enters Lethe. A botch sends the ghost straight into the<br />

horrifying emptiness that is Oblivion. A successful roll<br />

makes the ghost immune to future encounters with the<br />

poison, although additional exposure may cause great<br />

discomfort in the form <strong>of</strong> weeping warts that cover the<br />

body (two-die impairment for two weeks).<br />

While it’s uncommon to spot more than a h<strong>and</strong>ful <strong>of</strong><br />

Lethe serpents working together, they actually reside in<br />

large underground colonies that consist <strong>of</strong> hundreds <strong>of</strong><br />

these plasmics. Should someone disturb an entire colony,<br />

the ghosts in the area would have a difficult time on their<br />

h<strong>and</strong>s. Lethe snakes are also seen in the h<strong>and</strong>s <strong>of</strong> assassins,<br />

who find their attacks a useful way to speed enemies to<br />

their rebirth.<br />

PULSE BLOSSOM<br />

Underworld shamans <strong>and</strong> scholars interesting in the<br />

Eastern flora are familiar with pulse blossoms. They grow<br />

in the Northeast, close to the Empire <strong>of</strong> Aki, where ghosts<br />

clothed in gloves <strong>and</strong> armor attempt to harvest the plasmics<br />

in order to extract their liquid Essence <strong>and</strong> manufacture<br />

pulse draughts.<br />

The actual flower consists <strong>of</strong> hundreds <strong>of</strong> gray <strong>and</strong> red<br />

colored petals attached in the form <strong>of</strong> a multilayered flower<br />

bowl with a luminescent black Essence liquid at the center.<br />

The pulse blossoms display a malevolent intelligence <strong>and</strong><br />

will do anything to discourage ghosts from continuing the<br />

practice <strong>of</strong> harvesting them, even if it means dying. The

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