Book of Bone and Ebony
Book of Bone and Ebony
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