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Book of Bone and Ebony

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Players <strong>and</strong> Storytellers are encouraged to come up with<br />

their own, using those listed below as guidelines.<br />

The Warm <strong>and</strong> Pleasing Cadaver<br />

Diplomacy, seduction <strong>and</strong> deception are invaluable<br />

assets to nemissaries infiltrating the living. These subtle<br />

agents <strong>of</strong> the Deathlords are capable <strong>of</strong> passing among the<br />

living with none <strong>of</strong> their victims even knowing that the<br />

dead walk among them. Alternatively, a nemissary with<br />

these augmentations may be a known representative <strong>of</strong> the<br />

dead but may wish to put the mortals she’s associating with<br />

at ease by appearing to be one <strong>of</strong> them.<br />

Eat/Drink (5 points): A ghost without this augmentation<br />

cannot consume anything, as the corpse’s stomach will<br />

hold neither food nor drink. This does not grant the ghost<br />

the ability to digest food (that is a luxury reserved for the<br />

living), but it allows the ghost enough control <strong>of</strong> its vessel’s<br />

innards that it does not immediately regurgitate everything<br />

that passes its palate. The body can take in two large<br />

meals or three smaller ones before the ghost needs to empty<br />

the vessel’s stomach.<br />

Essence Parasite (10 points): Enchantments etched on<br />

the vessel’s bones allow the ghost to absorb Essence from<br />

other Essence channelers, including Exalted, God-Bloods,<br />

materialized spirits <strong>and</strong> gods. For every two hours the<br />

nemissary is in close contact with the Essence channeler<br />

(within 10 feet or closer), the ghost drains 1 mote <strong>of</strong><br />

Essence. Since most Essence channelers gain more than<br />

that during that time frame, the theft frequently goes<br />

unnoticed. Essence Parasite can sap motes from more than<br />

one Exalt at a time, so sharing a bed with three Exalted (for<br />

example) would provide the ghost with 3 motes <strong>of</strong> Essence<br />

every two hours. This method is an agonizingly slow way<br />

to replenish Essence, but it’s better than nothing, <strong>and</strong> it<br />

stacks with Essence-Measuring Thief Arts (see Exalted:<br />

The Abyssals, pp. 245-247). It’s possible to use this<br />

augmentation on mortals, but the mortal in question<br />

suffers one unsoakable bashing health level per hour,<br />

which manifests as exhaustion <strong>and</strong> anemia.<br />

Lifelike (10 points): Owing to the familiarity <strong>of</strong> the ghost<br />

with his assumed body, the vessel betrays no outward<br />

visible sign <strong>of</strong> its undead state apart from its ashen or pallid<br />

complexion. A nemissary inhabiting the body can spend 5<br />

motes <strong>of</strong> Essence to simulate all signs <strong>of</strong> life — from breath<br />

to a pulse to faint warmth to basic sexual responses — for<br />

one scene. It takes three successes on a Perception +<br />

Investigation roll to discern that the vessel is a possessed<br />

corpse. This seeming is only cosmetic. Any test for actual<br />

life will easily discern the corpse’s true nature.<br />

Sculpted Physiognomy (10 points; if target face is more<br />

attractive than Appearance 3, player must also buy additional<br />

points <strong>of</strong> Appearance): Sometimes, a ghost doesn’t<br />

just need to pass for living, but must appear like a particular<br />

living individual. With this augmentation, the nemissary’s<br />

facial bone structure <strong>and</strong> overlying flesh are sculpted to look<br />

89<br />

CHAPTER FOUR • CREATIONS OF BONE<br />

like a particular individual. There’s only so much even the<br />

finest necrosurgeon can do, however, so anyone well acquainted<br />

with the individual the ghost is mimicking (sibling,<br />

lover, old friend, arch-nemesis) needs only two successes on<br />

a Perception + Investigation to detect subtle but pervasive<br />

differences in facial features <strong>and</strong> expressions.<br />

The Corpse Made Stealthy<br />

It behooves the Deathlords to know what the living,<br />

<strong>and</strong> the armies <strong>of</strong> the living in particular, are doing. Some<br />

nemissaries choose revenant vessels appropriate to scouting<br />

<strong>and</strong> reconnaissance missions. These bodies are<br />

augmented to allow the ghost to make long forays into<br />

Creation <strong>and</strong> to bring information back to the Underworld.<br />

They are the Deathlords’ eyes, spies <strong>and</strong> military<br />

intelligence operating in Creation.<br />

Built for Speed (5 points): They say the dead travel fast.<br />

In this case it’s literal — <strong>and</strong> dead flesh never needs to<br />

rest. The revenant’s leg <strong>and</strong> pelvic bones have been<br />

modified through necromantic artifice to enable the<br />

corpse to run at three times its usual running speed (see<br />

Exalted, p. 227 for movement rates) for entire days on<br />

end. Spending 5 motes <strong>of</strong> Essence lets the nemissary<br />

sprint at full speed for up to one full day.<br />

Repellent to Animals (3 points): Such a miasma <strong>of</strong> death<br />

<strong>and</strong> horror surrounds the nemissary that even carrion<br />

eaters avoid her. No animal will go near the augmented<br />

body without being magically comm<strong>and</strong>ed to do so. Four<strong>and</strong><br />

five-dot familiars will do so, but only if their masters’<br />

players get three or more successes on a Manipulation +<br />

Presence roll. This augmentation requires a rotten raiton’s<br />

head be sewn into the revenant’s chest cavity <strong>and</strong> subtracts<br />

two dice from all the nemissary’s Social dice pools.<br />

Repugnant to the Mind’s Eye (10 points): The corpse is<br />

ritually scarified, <strong>and</strong> small nodules <strong>of</strong> soulsteel are placed<br />

under the skin to produce horrific patterns <strong>of</strong> bumps that<br />

are repellent to the living mind. It is possible to look at the<br />

nemissary, but the mind does not want to accept what the<br />

eyes are telling it <strong>and</strong> truly see the nemissary. One <strong>of</strong> the<br />

living passing a transcendent revenant vessel with this<br />

augmentation is likely to experience a fleeting moment <strong>of</strong><br />

disgust, pity, horror or indignation followed by instant<br />

denial <strong>of</strong> his own senses. The moment the nemissary is out<br />

<strong>of</strong> sight, the witness’ mind instantly, gratefully, turns to<br />

anything else rather than acknowledge the revenant’s presence.<br />

In situations where a mortal can easily talk himself<br />

out <strong>of</strong> believing what he just saw — a dark forest, a busy<br />

street at night, in the midst <strong>of</strong> a mad rush — subtract three<br />

successes from all Perception rolls to see <strong>and</strong> truly recognize<br />

the revenant body for what it is. In situations where<br />

the revenant’s presence is not so easily ignored — he’s the<br />

only one on a deserted street in broad daylight or in a welllit<br />

room with people looking directly at him — subtract<br />

two dice (not successes) from the perceivers’ dice pools.

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