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Book of Bone and Ebony

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EXALTED • BOOK OF BONE AND EBONY<br />

Conjure the Defeated Vessel allows a ghost to bring a<br />

single ship, regardless <strong>of</strong> size, from the Underworld into<br />

Creation. Ordinarily, a ship crossing into Creation from a<br />

shadowl<strong>and</strong> becomes intangible, just as ghosts do. Conjure<br />

the Defeated Vessel is used once the ship has entered the<br />

physical realm, <strong>and</strong> it makes the boat fully physical. The<br />

ghost’s player must roll Intelligence + Sail, <strong>and</strong> the boat<br />

remains fully physical for one hour per success. The ghost<br />

may spend additional Essence <strong>and</strong> his player reroll the<br />

Charm’s duration at any time — the duration <strong>of</strong> Conjure<br />

the Defeated Vessel is measured from that point onward<br />

<strong>and</strong> uses the new roll (in other words, if the Arcanos still<br />

has three hours duration left to it <strong>and</strong> the ghost spends 5<br />

motes <strong>of</strong> Essence <strong>and</strong> his player rerolls, getting four successes,<br />

the boat will stay physical for another four hours,<br />

not seven). Essence spent activating this Charm is committed<br />

until the effect’s duration expires, so ghosts will be<br />

drained <strong>of</strong> Essence if they attempt to maintain it overlong.<br />

The ship’s Traits are all just as they would be in the<br />

Underworld (in other words, the same as any other boat <strong>of</strong><br />

the same type <strong>and</strong> materials in Creation). It is considered<br />

to be intact (despite any appearances to the contrary) <strong>and</strong><br />

has all its health levels (unless it suffers from unrepaired<br />

damage from the Underworld, in which case, it retains that<br />

damage). Once so manifested, the boat remains physical<br />

until its pilot or the ghost using this Arcanos becomes<br />

incorporeal again. The boat is blasted to ash <strong>and</strong> dust by<br />

direct sunlight (though if it stays in caves, travels only<br />

42<br />

when it’s overcast or is shrouded by fog, it can survive until<br />

the Charm’s duration expires).<br />

SUNKEN ADMIRAL TECHNIQUE<br />

Cost: 8 motes per boat, 2 Willpower<br />

Duration: One hour per success<br />

Type: Simple<br />

Minimum Conviction: 4<br />

Minimum Essence: 4<br />

Prerequisite Charms: Conjure the Defeated Vessel<br />

While Conjure the Defeated Vessel enables a boat’s<br />

pilot to make that single vessel manifest in Creation,<br />

Sunken Admiral Technique lets a lone ghost pull every<br />

boat within sight into Creation — within the limitations<br />

<strong>of</strong> his Essence. The ghost’s player rolls Manipulation +<br />

Sail, <strong>and</strong> the ghost spends his Essence. For every success,<br />

the fleet can remain in Creation for one hour. As with<br />

Conjure the Defeated Vessel, each boat retains its full<br />

Traits in Creation. Its weapons work normally, <strong>and</strong> its hull<br />

is considered to be whole even if it has massive ancient<br />

rents in its side.<br />

UNCONSCIOUS SPEECH<br />

Cost: 1 mote<br />

Duration: One turn<br />

Type: Simple<br />

Minimum Conviction: 2<br />

Minimum Essence: 1<br />

Prerequisite Charms: None

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