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Book of Bone and Ebony

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EXALTED • BOOK OF BONE AND EBONY<br />

<strong>of</strong> a fast horse <strong>and</strong> can deform its shape sufficiently to enter<br />

under a door or through a partly open window or anywhere<br />

else that flies can travel. It can also speak with a droning<br />

voice composed <strong>of</strong> the buzzing <strong>of</strong> its members.<br />

This manifestation is extremely weak. The mass <strong>of</strong><br />

flies is treated as having the normal Strength, Dexterity,<br />

Stamina <strong>and</strong> Dodge <strong>of</strong> the character, but if a single blow<br />

connects with the swarm, the flies will be scattered <strong>and</strong> the<br />

ring’s effect broken. Sorcery, fire or Charms connecting<br />

with the swarm will also break it asunder. Normal winds<br />

are insufficient to scatter the blowflies, but gale-force<br />

winds will do so, unless the swarm can find cover first.<br />

When the ring’s effect is broken, the wearer is forced to<br />

return to his natural state as a ghost. If currently in a<br />

shadowl<strong>and</strong>, he is safe enough, but if in a living part <strong>of</strong><br />

Creation, he is cast into the corresponding part <strong>of</strong> the<br />

Underworld <strong>and</strong> cannot use the ring again until the next<br />

dark <strong>of</strong> the moon.<br />

Artifact Traits:<br />

Power ••, Usefulness •••, Game Impact ••, Script<br />

Immunity •••;<br />

Drawback •• (Component •, Notoriety •)<br />

SACRIFICIAL GEM (ARTIFACT ••)<br />

Sometimes, the dead wish to intervene to aid the<br />

living, especially when they see their living kin or lovers<br />

suffering from the resentments <strong>of</strong> little gods. One <strong>of</strong> these<br />

gems will allow a ghost to bear some form <strong>of</strong> minor curse or<br />

spell that has been directed at a living person whom he<br />

wishes to protect. The effect cannot be more than a single<br />

dice roll’s worth <strong>of</strong> penalty in a particular area or the<br />

persistent loss <strong>of</strong> a single Attribute point. The ghost who<br />

is using the Gem suffers all the effects <strong>of</strong> the penalty that<br />

would otherwise be inflicted on its natural victim. This<br />

ceases if the ghost chooses to restore the curse to its natural<br />

owner (though he cannot then sacrifice himself a second<br />

time) or if the curse or magical effect is somehow lifted<br />

from the original victim, such as by the little god forgiving<br />

her for her <strong>of</strong>fense.<br />

Sacrificial gems are faceted gems the length <strong>of</strong> a<br />

woman’s finger, clear when not in effect <strong>and</strong> obsidian-dark<br />

when working. They are usually set in some form <strong>of</strong><br />

jewelry, such as a bracelet or necklace or belt buckle. To<br />

take effect, they require an arcane link to the person<br />

currently suffering from the magical effect in question, an<br />

emotional or familial link <strong>of</strong> some sort between the ghost<br />

<strong>and</strong> the victim — a ghost cannot sacrifice herself for a<br />

target for whom she knows or feels nothing — <strong>and</strong> full<br />

knowledge <strong>of</strong> the curse that is currently affecting the<br />

target. If the curse is too serious for the gem to transfer,<br />

then nothing happens.<br />

Artifact Traits:<br />

Power ••, Usefulness ••, Game Impact •••, Script<br />

Immunity •••;<br />

Drawback •• (Component •, Notoriety •)<br />

68<br />

SHADOW GLOVES (ARTIFACT ••)<br />

These gloves are <strong>of</strong> thin black leather, strangely warm<br />

to the touch. When donned, their wearer can use them to<br />

shape shadow itself into a solid form. While what the<br />

gloves produce will only last for a short time, it may remain<br />

whole for long enough to be <strong>of</strong> crucial value in a crisis. The<br />

elegance <strong>of</strong> the object produced depends on the wearer’s<br />

abilities, but crudely functional items are easy to shape —<br />

assuming that there’s shadow in the vicinity.<br />

If the wearer wishes to use the gloves, he must be<br />

wearing them, <strong>and</strong> he must spend 3 motes <strong>of</strong> Essence for<br />

any object that he wishes to create. He then reaches into<br />

the most convenient area <strong>of</strong> shadow <strong>and</strong> pulls out a length<br />

<strong>of</strong> darkness as though it were clay. His skill in producing<br />

the desired result depends on the number <strong>of</strong> successes his<br />

player garners on a Perception + Craft roll against a<br />

difficulty <strong>of</strong> 5, but the character cannot benefit from more<br />

successes than he has points <strong>of</strong> permanent Essence. The<br />

number <strong>of</strong> successes required for whatever the user wishes<br />

to create is up to the Storyteller. A single success creates a<br />

rough bar <strong>of</strong> iron, a shapeless mass <strong>of</strong> dark cotton or a plain<br />

clay urn. Three successes create a well-balanced weapon,<br />

a helm or cuirass <strong>of</strong> dark iron or a necklace <strong>of</strong> onyx gems.<br />

Five or more successes could create perfectly crafted steel<br />

weapons, armor that kings among the living would beg to<br />

wear or a statue so beautiful that scholars would marvel at<br />

the artist’s skill. Items <strong>of</strong> up to the user’s size may be created<br />

<strong>of</strong> any material (except the Five Magical Materials), so<br />

long as they are black. All items vanish after 24 hours,<br />

whatever is done to preserve them.<br />

Artifact Traits:<br />

Power ••, Usefulness ••••, Game Impact ••, Script<br />

Immunity •••;<br />

Drawback •• (Component •, Notoriety •)<br />

SHADOW PEACOCK EARRING (ARTIFACT ••)<br />

When a ghost wants to influence others, he frequently<br />

wishes to do so without obviously using any artifacts or<br />

employing Arcanoi to change their way <strong>of</strong> thinking. One<br />

<strong>of</strong> these earrings — an inch-wide black opal disc, in a pale<br />

silver setting — can be worn <strong>and</strong> used inconspicuously, but<br />

has impressive effects on a victim.<br />

When the wearer chooses to spend 2 motes <strong>of</strong> Essence,<br />

the earring begins to sparkle darkly <strong>and</strong> hypnotically, with<br />

shadows like eyes flickering inside the gem. It imperceptibly<br />

draws the attention <strong>of</strong> the person to whom the wearer is<br />

speaking <strong>and</strong> lulls him into a vague <strong>and</strong> suggestible state,<br />

making whatever the wearer says sound very reasonable.<br />

Plausible suggestions, such as, “We’re private emissaries<br />

here to see the Deathlord,” will be accepted, as will statements<br />

such as, “We’re not the fugitives. They must have<br />

gone that way.” The victim’s player should make a Willpower<br />

roll against a difficulty <strong>of</strong> 5 each turn, gaining a +1 for<br />

each turn <strong>of</strong> exposure to the effect. If the player gains 10

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