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Book of Bone and Ebony

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mimics the northern lights seen in Creation, almost everyone<br />

recognizes them on sight.<br />

These creatures are drawn to grave goods <strong>and</strong> items<br />

made <strong>of</strong> the Five Magical Materials <strong>and</strong> attempt to steal<br />

them. By engulfing its target, a glimmer apparition focuses<br />

its will to grasp the loot with a physical h<strong>and</strong><br />

created out <strong>of</strong> its compact light. Should the item be in the<br />

h<strong>and</strong>s <strong>of</strong> — or worn by — someone at the time that the<br />

creature attempts to steal it, the two engage in an opposed<br />

Strength check (where the apparition uses<br />

Willpower as its <strong>of</strong>fensive Attribute). Glimmer apparitions<br />

are unable to carry items that have a higher weight<br />

than their Strength + Athletics permits, unless two or<br />

more <strong>of</strong> them cooperate.<br />

In combat, note that, although glimmer apparitions<br />

are made out <strong>of</strong> light, it’s possible to harm them with<br />

mortal weapons in the Underworld or in a shadowl<strong>and</strong> at<br />

night. Also, some barbarian shamans have discovered that<br />

it is possible to imprison the creatures by locking them up<br />

in special containers made out <strong>of</strong> wind howler bones. Such<br />

cages cost Resources ••• or can be made if one has access<br />

to wind howler bones <strong>and</strong> commits 20 hours <strong>of</strong> effort to the<br />

project. This requires Occult ••• <strong>and</strong> a successful Dexterity<br />

+ Craft (Carving) roll at difficulty 3. These cages are<br />

mainly used by ghostly shamans.<br />

LIVING TUNDRA<br />

Not all creatures exist in a single place or are even<br />

capable <strong>of</strong> movement; living tundra is one such being.<br />

Living tundra are magically occurring phenomena in areas<br />

where agents <strong>of</strong> Oblivion use their dark powers in abundance<br />

(e.g., in prolonged combat or in long rituals). Shortly<br />

after the Death-aspected Essence flows have calmed down,<br />

the residue awakens the tundra <strong>and</strong> transcends it into a<br />

creature capable <strong>of</strong> devouring those who st<strong>and</strong> on top <strong>of</strong> it.<br />

Living tundra has an extremely high soak rating, but<br />

it’s contrasted by the fact that it’s unable to inflict any<br />

damage on its enemies unless they’re located on top <strong>of</strong> it.<br />

Spotting living tundra before it makes its presence known<br />

requires Survival ••••. The difficulty <strong>of</strong> the Perception +<br />

Survival roll is 3. All living tundra varies in size, but always<br />

range between 5 <strong>and</strong> 20 square yards.<br />

When the living tundra opens its maw, avoiding it<br />

requires a successful Dexterity + Athletics roll, difficulty<br />

2 (+1 difficulty per five square yards in size). Failure<br />

means that a victim clings to the edge <strong>of</strong> the hole. Unless<br />

she manages to find the strength to climb up from the<br />

edge (Strength + Athletics, difficulty 3), she plunges into<br />

the creature at the beginning <strong>of</strong> the next turn. A botch<br />

on the roll indicates that she immediately falls into the<br />

tundra <strong>and</strong> faces complete destruction, just like anyone<br />

who falls into the creature. Entombed characters may<br />

fight their way out before they suffocate. Players <strong>of</strong><br />

entombed characters roll at a three-die penalty due to<br />

157<br />

CHAPTER SIX • CREATURES OF THE UNDERWORLD<br />

friction on their arms. Treat the tundra as a stone wall<br />

(see Exalted, p. 239) for the purposes <strong>of</strong> absorbing attacks<br />

directed at freeing the trapped character. See page 243 <strong>of</strong><br />

Exalted for rules on suffocation <strong>and</strong> holding one’s breath.<br />

SHATTER<br />

Despite all their might, even the Exalted fear shatters<br />

<strong>and</strong> their ability to insert mental blocks in their victims.<br />

These half-formed arachnids, with weak <strong>and</strong> damaged<br />

bones, tattered bodies <strong>and</strong> without the ability to spin webs,<br />

are <strong>of</strong> the same size as bear cubs. While there are two types<br />

<strong>of</strong> shatters — shatters <strong>and</strong> queen shatters — the only way<br />

they visibly differ is in size.<br />

A queen is three times as large <strong>and</strong> inflicts aggravated<br />

damage when she strikes with her razor sharp legs. Only<br />

one queen exists in a shatter nest, which consists <strong>of</strong> at least<br />

100 <strong>of</strong> these creatures. Also, unlike her minions, she has<br />

retained the ability to spin webs, which the nest uses for<br />

protection against intruders (use the same rules as being<br />

trapped by normal shatters).<br />

Once shatters engage their opponent, they attack<br />

with the sharp edges on their legs while trapping the victim<br />

in a pool <strong>of</strong> unformed webbing that either leaks out <strong>of</strong> their<br />

belly or that they spit (<strong>of</strong>ten used in combat). Players <strong>of</strong><br />

those trapped in the webbing must succeed in a reflexive<br />

Strength + Athletics roll, difficulty 4, or a Dexterity +<br />

Larceny roll, difficulty 3, in order to avoid their characters<br />

being immobilized for the next two turns before being<br />

allowed to try <strong>and</strong> break loose again. If shatters choose to<br />

spit their webbing, it has the appearance <strong>of</strong> a small, gray<br />

ball that cannot be parried, only dodged (note that the spit<br />

has a rate <strong>of</strong> 2). Weapons covered in it are immediately<br />

stuck to the h<strong>and</strong>s that wield them <strong>and</strong> cannot be moved<br />

with the same grace as they normally could (subtract one<br />

success from all attack rolls).<br />

Should the shatters manage to inject their poison, the<br />

effect does not occur until after a number <strong>of</strong> turns equal to<br />

the victim’s permanent Essence rating. Use the poison<br />

rules on page 243 <strong>of</strong> Exalted. The difficulty <strong>of</strong> the Stamina<br />

+ Resistance roll to resist the poison is 3. If the roll is failed,<br />

the victim’s Mental Attributes drop to • until cured<br />

through magic or through a slow process <strong>of</strong> healing <strong>and</strong><br />

rehabilitation (that is, spending experience). On a success,<br />

the poison imposes a one-die penalty to all mental<br />

actions for one hour.<br />

Cures for their poison come in three known ways:<br />

through suicide (despite the risk <strong>of</strong> ending up in Oblivion),<br />

which is the most common; through the use <strong>of</strong> Charms or<br />

sorcery; <strong>and</strong> by drinking a brew made from the bones <strong>of</strong> a<br />

shatter queen (requires Alchemy •• to create).<br />

Shatters exist all over the North, with nests in<br />

caverns <strong>and</strong> holes in the tundra, <strong>and</strong> they <strong>of</strong>ten nest close<br />

to living tundra.

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