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Book of Bone and Ebony

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EXALTED • BOOK OF BONE AND EBONY<br />

several <strong>of</strong> his peers, although none <strong>of</strong> them have yet fielded<br />

units equipped with the artifacts.<br />

This frightening necromantic armor takes the form <strong>of</strong><br />

a metal <strong>and</strong> bone exoskeleton that automatically resizes<br />

itself to the measurements <strong>of</strong> its master when first donned.<br />

A steel-reinforced spine <strong>and</strong> sternum support white ribs<br />

curved around the chest, while rigid bones extend like<br />

grotesque splints along the legs <strong>and</strong> arms. A skull-helmet fits<br />

snugly over the wearer’s head, its gaping sockets fitted with<br />

lenses <strong>of</strong> smoky obsidian that hide all traces <strong>of</strong> life or<br />

empathy. Finely articulated gauntlets transform the wearer’s<br />

fingers into skeletal claws. Throughout this elaborate framework,<br />

plates <strong>and</strong> hinges <strong>of</strong> blackened steel <strong>and</strong> enchanted<br />

alloys cover all vital areas. The design exposes more flesh<br />

than prudence would advise, but enchantments in the<br />

armor give the wearer’s skin the ashen pallor <strong>and</strong> leathery<br />

resilience <strong>of</strong> the walking dead. Each loathsome osseous shell<br />

is an undead creature animated by the spell Walking War<br />

Machine, a necromantic symbiont that coordinates its<br />

movements <strong>and</strong> monstrous strength to improve the wearer’s<br />

physical capabilities. To facilitate its connection with a<br />

wearer, the armor inserts a slender metal spike into the back<br />

<strong>of</strong> her neck, siphoning Essence to forge an arcane link.<br />

System: Once a character dons a loathsome osseous<br />

shell, the control spike inserts itself into his neck. The<br />

puncture itself is minor <strong>and</strong> inflicts no actual damage, but<br />

the spike drains one Willpower point from mortals or 5<br />

motes <strong>of</strong> Essence from magical beings. This cost remains<br />

committed for 10 hours, after which, the armor drains <strong>and</strong><br />

commits new energies to sustain the link. Each new<br />

commitment <strong>of</strong> Essence or Willpower replaces the previous<br />

cost, allowing recovery <strong>of</strong> those expended energies. If<br />

the wearer cannot pay this m<strong>and</strong>atory cost, the armor<br />

leeches power from the wearer’s own life force, inflicting<br />

one level <strong>of</strong> unsoakable lethal damage.<br />

As armor, the artifact provides 9L/9B soak with a<br />

mobility penalty <strong>of</strong> –2 <strong>and</strong> a fatigue value <strong>of</strong> 0. In addition,<br />

the wearer’s Strength rating increases by 2 <strong>and</strong> his Stamina<br />

rises by 1. These bonuses apply to all rolls. More impressively,<br />

the armor completely negates all fatigue from other<br />

sources or encumbrance (such as a shield), but the character<br />

remains unable to carry more than his augmented<br />

Strength permits. If he exceeds the lift value <strong>of</strong> his adjusted<br />

rating, he still feels no fatigue but can only stagger short<br />

distances under the heavy burden. The character can<br />

perform hard manual labor or walk tirelessly for as long as<br />

he wears the armor, dramatically increasing his effective<br />

speed over long marches. The same magic also negates all<br />

dice penalties for pain or wounds, although injuries still<br />

affect his movement rate normally. The only limit to this<br />

unnatural endurance is the device’s regular upkeep, which<br />

eventually drains his soul <strong>and</strong> finally kills him if worn too<br />

long. Characters wearing loathsome osseous shells cannot<br />

sleep <strong>and</strong>, therefore, receive no opportunity to recover<br />

Willpower through Conviction, but magical beings can<br />

94<br />

still rest or meditate to respire Essence. As a final benefit,<br />

the character’s horrific visage adds an extra die to all<br />

intimidation-based Social rolls.<br />

Although a loathsome osseous shell incorporates trace<br />

quantities <strong>of</strong> soulsteel in its frame, it does not receive the<br />

augmented soak rating normally conferred by that metal.<br />

Conversely, any Exalt or magical being can wear such a suit<br />

without paying the double surcharge. The intricate components<br />

<strong>and</strong> enchantments <strong>of</strong> an loathsome osseous shell are<br />

quite durable, but the armor still requires maintenance after<br />

every 120 hours <strong>of</strong> operation. After 20 hours <strong>of</strong> missed<br />

maintenance, the armor loses its ability to negate pain <strong>and</strong><br />

fatigue <strong>and</strong> gains a fatigue value <strong>of</strong> 1. This value cumulatively<br />

increases by 1 for every further 20 hours <strong>of</strong> missed<br />

maintenance, until the armor’s joints stiffen <strong>and</strong> refuse too<br />

move after 100 missed hours. Characters performing the<br />

maintenance need a relevant Craft (e.g., Necrosurgery or<br />

Armoring), Lore <strong>and</strong> Occult rating <strong>of</strong> ••• each. Such<br />

repairs take one hour <strong>and</strong> cost Resources ••.<br />

ENGINES OF ANNIHILATION<br />

The war engines <strong>of</strong> the Deathlords are a varied lot. Each<br />

Deathlord, as well as his or her Abyssal Exalted, have<br />

different approaches to the necromantically animated monstrosities<br />

they deploy in their war <strong>of</strong> attrition against the<br />

living. Some, such as the Mask <strong>of</strong> Winters, depend heavily<br />

on fewer but more powerful war machines. Some, such as the<br />

Bodhisattva Anointed by Dark Water, make little use <strong>of</strong> war<br />

machines at all, preferring to rely largely on either zombies,<br />

Moliated ghosts or nemissaries. And still others, such as the<br />

First <strong>and</strong> Forsaken Lion, use everything at their disposal in<br />

amassing a massive integrated fighting force.<br />

Some <strong>of</strong> these choices are determined by strategy<br />

alone: The First <strong>and</strong> Foremost Lion is somewhat more<br />

prepared to war on his fellow Deathlords than on Creation<br />

because he has never had the opportunity to field-test his<br />

tactics in the realm <strong>of</strong> the living (or at least not on a large<br />

scale as <strong>of</strong> yet). Likewise, the Mask <strong>of</strong> Winters realized<br />

when he happened upon the colossal rotting corpse that<br />

became Juggernaut that he had an unprecedented windfall<br />

<strong>of</strong> dead flesh on his h<strong>and</strong>s. The Deathlord transformed<br />

Juggernaut into a key piece in his incursion into Creation,<br />

providing him with a beachhead the other Deathlords<br />

could only envy — <strong>of</strong> course, if Juggernaut were somehow<br />

removed from the picture, the Mask <strong>of</strong> Winters’ operations<br />

in Creation would be severely compromised.<br />

Other choices regarding the use <strong>of</strong> war machines are<br />

dictated by circumstance: An isl<strong>and</strong> isn’t a practical place<br />

to store l<strong>and</strong>-based war machines that will only take up<br />

space until they are deployed, so those few war machines<br />

that the Silver Prince does employ are all stored <strong>and</strong><br />

deployed in or under the water.<br />

Still, nearly all the Deathlords make some use <strong>of</strong><br />

necromantic war machines. They’re too effective not to

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