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Book of Bone and Ebony

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EXALTED • BOOK OF BONE AND EBONY<br />

COMMON ARCANOI<br />

The Arcanoi listed below are not part <strong>of</strong> long Charm<br />

trees. Most are individual arts that can be learned piecemeal,<br />

though there may be dependencies between some <strong>of</strong><br />

them. These are Charms <strong>of</strong> ordinary utility to nearly any<br />

ghost (heroic or not).<br />

DARK STEED MASTERY<br />

Cost: 1 mote per die<br />

Duration: Instant<br />

Type: Supplemental<br />

Minimum Conviction: 1<br />

Minimum Essence: 1<br />

Prerequisite Charms: None<br />

This Charm is frequently taught to ghostly cavalry in<br />

the service <strong>of</strong> a Deathlord or another tyrant <strong>of</strong> the Underworld.<br />

Dark Steed Mastery allows a ghost to better control<br />

a ghostly mount. This Arcanos adds one die to the ghost’s<br />

Ride dice pools for every mote <strong>of</strong> Essence spent, to a<br />

maximum number <strong>of</strong> dice equal to his Essence. This<br />

Charm can only be used within the Underworld or a<br />

shadowl<strong>and</strong>, unless the ghost uses Manifest the Dark Steed<br />

(see p. 41).<br />

POLE THE BLACK DEPTHS<br />

Cost: 1 mote per die<br />

Duration: Instant<br />

Type: Supplemental<br />

Minimum Conviction: 1<br />

Minimum Essence: 1<br />

Prerequisite Charms: None<br />

This Charm allows a ghost sailor to better fulfill his<br />

duties. The ghost who uses Pole the Black Depths gains<br />

one die to his Sail dice pools for every mote <strong>of</strong> Essence<br />

spent, to a maximum number <strong>of</strong> dice equal to his Essence.<br />

This Charm can only be used within the Underworld or a<br />

shadowl<strong>and</strong>, unless the ghost is on the crew <strong>of</strong> a boat<br />

manifested through the use <strong>of</strong> Conjure the Defeated Vessel<br />

or Sunken Admiral Technique (see p. 41-42).<br />

SCENT OF SWEET BLOOD<br />

Cost: 1 mote<br />

Duration: One scene<br />

Type: Simple<br />

Minimum Compassion: 1<br />

Minimum Essence: 1<br />

Prerequisite Charms: None<br />

This simple Charm allows a ghost to smell spilled<br />

blood or bleeding wounds at a range <strong>of</strong> one mile per dot <strong>of</strong><br />

Essence. The blood does not have to be particularly fresh,<br />

but it should be from a mortal or Exalt — animal blood is<br />

only sensed at half the range that mortal or Exalt blood can<br />

be smelled. The ghost learns the direction <strong>of</strong> <strong>and</strong> distance<br />

to the blood. Unusually large amounts — say, more than<br />

36<br />

a human body’s worth — may be detected at as far away as<br />

five miles per dot <strong>of</strong> Essence, <strong>and</strong> strong wind currents or<br />

other intense weather may interfere with this ability.<br />

MOON’S COLD GLOW<br />

Cost: 2 motes<br />

Duration: One night per success<br />

Type: Simple<br />

Minimum Conviction: 1<br />

Minimum Essence: 1<br />

Prerequisite Charms: None<br />

The Underworld is gloomy <strong>and</strong> dark even on its<br />

brightest mornings. This simple art allows a ghost to pierce<br />

the natural darkness <strong>of</strong> the Underworld. If there is no<br />

precipitation or fog, double the distance for both Clear<br />

Vision <strong>and</strong> Murky Vision for the ghost, to a maximum <strong>of</strong><br />

100 yards (see Exalted, p. 237). Roll Perception + Conviction.<br />

Success means that the ghost can see normally until<br />

the following dawn, <strong>and</strong> each additional success adds 24<br />

hours to the duration from that point.<br />

TWO WORLD VISION<br />

Cost: 2 motes<br />

Duration: One turn per success<br />

Type: Simple<br />

Minimum Conviction: 1<br />

Minimum Essence: 2<br />

Prerequisite Charms: None<br />

Every spot in the Underworld has an analog within<br />

Creation proper — the l<strong>and</strong>s <strong>of</strong> the dead are simply a dark<br />

mirror to the l<strong>and</strong>s above. With this Charm, a ghost can<br />

glance from his location in the Underworld at the corresponding<br />

space in Creation. A Perception + Occult roll<br />

suffices to activate the Charm <strong>and</strong> provides one turn <strong>of</strong><br />

vision per success. Two World Vision only works at night.<br />

This Arcanos doesn’t work both ways. Even if the ghost<br />

finds himself in the living world one night, he cannot look<br />

into the Underworld.<br />

WHISPERS OF THE LIVING<br />

Cost: 3 motes<br />

Duration: One minute per success<br />

Type: Simple<br />

Minimum Conviction: 2<br />

Minimum Essence: 2<br />

Prerequisite Charms: None<br />

The Underworld is itself a dark reflection <strong>of</strong> Creation,<br />

<strong>and</strong> every point in the Underworld corresponds to a<br />

particular space in Creation. This Arcanos allows the<br />

ghost to hear the living world as though she was st<strong>and</strong>ing<br />

in the equivalent spot to her current location in the<br />

Underworld. A Perception + Occult roll activates the<br />

Charm, <strong>and</strong> the ghost can listen for one minute per<br />

success. A botch on this roll allows any living being in that<br />

same location to hear unearthly whispers <strong>and</strong> winds,

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