Book of Bone and Ebony
Book of Bone and Ebony
Book of Bone and Ebony
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Calendar than those around him. The Charm allows the<br />
ghost to “skip” over minutes or hours. To the ghost, it<br />
seems as though time simply jumps forward a few minutes<br />
or hours. To those watching, the ghost seems to disappear,<br />
only to return after a few minutes or hours. The ghost’s<br />
player must roll Intelligence + Occult, <strong>and</strong> for every<br />
success, the ghost can jump forward up to 30 minutes. The<br />
player rolls <strong>and</strong> determines the maximum amount <strong>of</strong> time<br />
the character can leap forward. After that maximum<br />
duration is determined, the character picks any amount <strong>of</strong><br />
time up to that maximum that he wishes to jump. Note<br />
that the ghost cannot perceive events that happen in the<br />
interim, nor can he make conditional jumps — “jump<br />
forward until these guys leave” is not permitted. This<br />
Arcanos is a fine way to escape combat, but the ghost<br />
cannot jump backward. Any time he skips over is forever<br />
lost to him. This Charm can only be used in the Underworld,<br />
as Setesh’s Calendar has no power over Creation.<br />
HOURS LIKE AUTUMN LEAVES<br />
Cost: 6 motes <strong>and</strong> 1 Willpower per person<br />
Duration: Varies (see below)<br />
Type: Simple<br />
Minimum Compassion: 4<br />
Minimum Essence: 5<br />
Prerequisite Charms: Staggered Dark Stars Movement<br />
Hours Like Autumn Leaves allows the most powerful<br />
ghosts to pull themselves <strong>and</strong> nearby companions<br />
forward along Setesh’s Calendar. For all ghosts caught in<br />
the pull <strong>of</strong> this Charm, the world seems to flicker as they<br />
jump forward in time. Observers see all ghosts affected by<br />
the Charm vanish, only to reappear later. The player <strong>of</strong><br />
the ghost using this Charm must roll Intelligence +<br />
Occult <strong>and</strong> the ghost must spend 6 motes for himself <strong>and</strong><br />
every entity to be dragged forward with him, as well as 1<br />
Willpower per being. For every success, the whole group<br />
can be moved forward in time up to 30 minutes. The<br />
player rolls <strong>and</strong> determines the maximum amount <strong>of</strong> time<br />
the group can leap forward, <strong>and</strong> after that maximum<br />
duration is determined, the character picks any amount<br />
<strong>of</strong> time up to that maximum that he wishes to jump. Note<br />
that the ghost cannot perceive events that happen in the<br />
interim, nor can he make conditional jumps — “jump<br />
forward until these guys leave” is not permitted. The total<br />
span jumped is at the discretion <strong>of</strong> the ghost using this<br />
Charm (those brought along have no control over the<br />
span <strong>of</strong> time over which they jump). Willing subjects <strong>of</strong><br />
this Charm should be within 10 yards <strong>of</strong> the ghost using<br />
it. An unwilling subject can only be brought along if the<br />
ghost is physically touching her.<br />
It is rumored that the ghosts <strong>of</strong> Stygia have a more<br />
powerful version <strong>of</strong> this Charm that allows ghosts to leap<br />
forward years, rather than hours.<br />
39<br />
CHAPTER TWO • THE ARTS OF THE DEAD<br />
UNCOMMON ARCANOI<br />
The arts below are collected into trees <strong>of</strong> Arcanoi, <strong>and</strong><br />
they are typically taught from a common source. Knowledge<br />
<strong>of</strong> these Arcanoi slowly radiates throughout the<br />
Underworld over time, <strong>and</strong> each tree <strong>of</strong> Arcanoi can be<br />
traced back to its ghostly progenitor.<br />
EVOKE THE ANCIENT CLAY<br />
Most ghosts can materialize. However, Materialize is<br />
extremely expensive in Essence, <strong>and</strong> for ghosts, Materialize<br />
only lasts one scene. The Lintha ghosts <strong>of</strong> the West<br />
have discovered a slow progression <strong>of</strong> Arcanoi that culminate<br />
in abilities that far exceed Materialize in every way<br />
that matters. Of course, Materialize has no prerequisite,<br />
<strong>and</strong> Evoke the Ancient Clay is a chain <strong>of</strong> Arcanoi, but<br />
each <strong>of</strong> these arts provides benefits <strong>of</strong> its own, <strong>and</strong> many<br />
provide limited versions <strong>of</strong> Embody at far lower Essence<br />
costs than that art.<br />
WHISPER<br />
Cost: 1 mote<br />
Duration: One scene<br />
Type: Simple<br />
Minimum Valor: 1<br />
Minimum Essence: 1<br />
Prerequisite Charms: None<br />
This Charm allows a ghost’s whispered voice to be<br />
heard in the portion <strong>of</strong> the living world that corresponds<br />
to his location in the Underworld. The ghost must literally<br />
whisper as he uses this ability — if he speaks at normal<br />
volume, those near him in the l<strong>and</strong>s <strong>of</strong> the dead hear him<br />
normally, but those in the living world do not. The ghost’s<br />
whispers can be heard clearly within one yard <strong>of</strong> his<br />
location. A successful Perception + Awareness roll must<br />
be made for those within 10 yards to hear the whispers, <strong>and</strong><br />
an additional success must be achieved for every 10 yards<br />
distance for anyone further away.<br />
MARSH LIGHT<br />
Cost: 1 mote<br />
Duration: One scene<br />
Type: Simple<br />
Minimum Valor: 1<br />
Minimum Essence: 1<br />
Prerequisite Charms: Whisper<br />
Marsh Light allows a ghost to create a light or a small<br />
group <strong>of</strong> lights in the living world in the spot corresponding<br />
to her current location in the Underworld. The light<br />
or lights must form simple shapes <strong>and</strong> can only move with<br />
the ghost.<br />
The lights <strong>of</strong>ten pique the curiosity <strong>of</strong> the living.<br />
Players <strong>of</strong> living creatures who see the lights <strong>and</strong> aren’t<br />
actively engaged in something they consider to be important<br />
(combat, critical craftwork, healing a friend, etc.)