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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.)

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