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Book of Bone and Ebony

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EXALTED • BOOK OF BONE AND EBONY<br />

must make a successful Conviction roll for their characters,<br />

or they spend a turn considering the lights. Living<br />

creatures or spirits with an Essence higher than the ghost’s<br />

are immune to this effect.<br />

SWEET WINSOME LIGHT<br />

Cost: 4 motes<br />

Duration: One minute per success<br />

Type: Simple<br />

Minimum Valor: 2<br />

Minimum Essence: 2<br />

Prerequisite Charms: Marsh Light<br />

Sweet Winsome Light creates a beautiful bobbing<br />

light that attracts all who see it. Ghosts use this Arcanos<br />

to lure their prey — or their enemies — to their doom. The<br />

light dances in the wind, eternally just five or ten yards out<br />

<strong>of</strong> reach, <strong>and</strong> it appears to be a traveler’s torch or a glowing<br />

talisman. The Sweet Winsome Light can be created within<br />

20 yards <strong>of</strong> the ghost’s current location or (for an additional<br />

mote <strong>of</strong> Essence) at the spot in Creation<br />

corresponding to the ghost’s current location in the Underworld.<br />

To create the light, the ghost’s player rolls<br />

Charisma + Occult, <strong>and</strong> it lasts for one minute per success.<br />

The light attracts all who see it. Animals that notice<br />

it automatically move toward it (though they don’t charge<br />

with all their will — their h<strong>and</strong>lers or riders may resist the<br />

Arcanos with st<strong>and</strong>ard Ride feats if they can keep their<br />

own heads about them). Living beings (even Exalted)<br />

resist the Sweet Winsome Light with a Conviction roll.<br />

For each turn that the light is visible, the target’s player<br />

must get at least one success on the Conviction roll, or the<br />

target moves toward it at his best possible speed. A spent<br />

point <strong>of</strong> Willpower negates the effect <strong>of</strong> the Sweet Winsome<br />

Light for a full minute.<br />

TINKER’S BODY<br />

Cost: 4 motes<br />

Duration: One scene<br />

Type: Simple<br />

Minimum Valor: 2<br />

Minimum Essence: 2<br />

Prerequisite Charms: Marsh Light<br />

A ghost using Tinker’s Body can assemble a patchwork<br />

body for himself in the living world out <strong>of</strong> nearby<br />

scraps, trash <strong>and</strong> trinkets. The ghost remains intangible<br />

but is able to motivate the collection <strong>of</strong> objects <strong>and</strong> feel<br />

through the Tinker’s Body as though it was his own flesh<br />

<strong>and</strong> blood — at least to some extent. The ghost cannot<br />

speak through the Tinker’s Body, though he can clap,<br />

stomp <strong>and</strong> make similar gross-motor sorts <strong>of</strong> sounds. The<br />

ghost loses two dice from all Social dice pools while<br />

“wearing” the Tinker’s Body — a penalty that may be<br />

reduced if the ghost’s player succeeds in an appropriate<br />

Craft roll for his character to fabricate a suitably expressive<br />

face. The ghost’s Mental Attributes are unchanged in the<br />

40<br />

Tinker’s Body, while his Physical Attributes depend on<br />

the composition <strong>of</strong> the body.<br />

The Tinker’s Body gets one dot in each <strong>of</strong> the three<br />

Physical Attributes, <strong>and</strong> the ghost gets an additional four<br />

dots to be split between the Physical Attributes based on the<br />

objects out <strong>of</strong> which he constructs the Tinker’s Body — a<br />

Tinker’s Body made <strong>of</strong> twine <strong>and</strong> straw may have a Dexterity<br />

<strong>of</strong> ••••• <strong>and</strong> Strength <strong>and</strong> Stamina <strong>of</strong> • each, while one<br />

made <strong>of</strong> loose brick <strong>and</strong> stone may have a Dexterity <strong>of</strong> • <strong>and</strong><br />

Strength <strong>and</strong> Stamina <strong>of</strong> ••• each. The Tinker’s Body is<br />

only a shell; it has four health levels (-0/-1/-2/-4). Wound<br />

penalties represent bits <strong>of</strong> the body being knocked <strong>of</strong>f or<br />

otherwise destroyed, rather than pain <strong>and</strong> shock.<br />

SLEEPER’S CAUL<br />

Cost: 3 motes<br />

Duration: One scene<br />

Type: Simple<br />

Minimum Valor: 2<br />

Minimum Essence: 2<br />

Prerequisite Charms: Marsh Light<br />

Sleeper’s Caul enables a ghost to make a static solid<br />

body in the l<strong>and</strong> <strong>of</strong> the living. This body is not truly the<br />

ghost’s own body; it is a shell, <strong>and</strong> even if it is destroyed, the<br />

ghost remains unharmed. The Sleeper’s Caul has a Strength<br />

<strong>and</strong> Dexterity <strong>of</strong> 0; it cannot move. Its Stamina is equal to<br />

the ghost’s Stamina. The Sleeper’s Caul can hear, speak<br />

<strong>and</strong> see (even blink <strong>and</strong> move its eyes). The ghost has a<br />

sense <strong>of</strong> touch, even if it cannot move, so it does feel pain.<br />

The Sleeper’s Caul has three health levels (no wound<br />

penalties apply, since the body can never perform actions).<br />

EMBODY<br />

Cost: 5 motes<br />

Duration: One scene<br />

Type: Simple<br />

Minimum Valor: 2<br />

Minimum Essence: 3<br />

Prerequisite Charms: Sleeper’s Caul<br />

Embody allows a ghost who is disembodied in the<br />

material world to create himself a temporary body out <strong>of</strong><br />

Essence. This body takes the ghost’s likeness (which may<br />

not be exactly the same as his appearance in life!). The<br />

meat-body that the ghost pulls together with Embody is<br />

not a fully functional body by comparison to the ghost’s<br />

normal abilities in the Underworld, a shadowl<strong>and</strong> or<br />

during Calibration. The ghost has its normal Intelligence,<br />

Wits <strong>and</strong> Social Attributes while in this temporary body,<br />

but as an improvised bag <strong>of</strong> flesh, its other Attributes are<br />

all reduced by two dots (to minimum <strong>of</strong> •). The meat-body<br />

has four health levels (-0/-1/-2/-4), <strong>and</strong> the ghost really<br />

does feel the pain <strong>of</strong> any wounds it takes — <strong>and</strong> it is<br />

obviously not well suited for combat.

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