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Book of Bone and Ebony

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EXALTED • BOOK OF BONE AND EBONY<br />

COLOSSAL (SIZE CLASS 4)<br />

This category includes those vast sculptures <strong>of</strong> reanimated<br />

corpses larger than the size <strong>of</strong> a moderate building.<br />

The thous<strong>and</strong>-corpse war frame (see p. 105-106) falls into<br />

this category, as does the Mask <strong>of</strong> Winters’ Juggernaut <strong>and</strong><br />

the web is the spider (see p. 107). These war engines<br />

represent necromancy on the very largest scale. While<br />

they are immensely powerful <strong>and</strong> appropriately feared,<br />

creating <strong>and</strong> maintaining such walking war machines is an<br />

enormous challenge. If one is making use <strong>of</strong> mortal corpses,<br />

hundreds or thous<strong>and</strong>s <strong>of</strong> corpses must be obtained, treated<br />

in order to slow decay <strong>and</strong> painstakingly fused together<br />

using sutures, hooks, bone screws, Charms <strong>and</strong> necromancy.<br />

Animating creations <strong>of</strong> this size can only be done<br />

using the Void Circle spell Incomparable Destruction<br />

Engine (see p. 99).<br />

WEAPON MOUNTS<br />

War machines <strong>of</strong> classes 4 <strong>and</strong> 5 can carry weapons,<br />

either First Age weapons such as implosion bows or weapons<br />

<strong>of</strong> Oblivion that spray bolts <strong>of</strong> pure annihilation.<br />

Building weapon mounts into the war engine increases the<br />

base cost by Resources •.<br />

PASSENGERS<br />

Larger war machines are capable <strong>of</strong> carrying passengers<br />

or cargo. Juggernaut carries an entire fortress on its<br />

back. More undead passengers can generally fit into a<br />

mobile war engine than living ones, because the dead<br />

don’t care if they’re jammed in <strong>and</strong> unable to move. Only<br />

the living worry about luxuries such as comfort. The dead<br />

can just as easily be hung from hooks or compacted for<br />

transit in bone shells.<br />

ANIMATION OPTIONS<br />

Before a necromancer builds a war machine, he needs<br />

to be certain that he can animate it. Dead flesh won’t move<br />

itself no matter the necromancer’s virtuosity in combining<br />

corpses. Though it’s the most popular means <strong>of</strong> animating<br />

war engines, necromancy is not the only way.<br />

NECROMANCY<br />

Incredibly powerful in dealing death <strong>and</strong> channeling<br />

the power <strong>of</strong> Oblivion, necromancy is also the key to<br />

deploying the engines <strong>of</strong> death that are so popular among<br />

the Deathlords <strong>and</strong> their deathknights. One spell is responsible<br />

for most <strong>of</strong> the devices used in Creation, but two<br />

additional spells exist in the lore-troves <strong>of</strong> the Deathlords<br />

that can animate even larger monstrosities.<br />

Iron Reanimation<br />

The most basic <strong>of</strong> the spells that animate dead flesh,<br />

Walking War Machine (see Exalted: The Abyssals, p.<br />

226), is simple Shadowl<strong>and</strong>s Circle Necromancy that can<br />

animate up to a ton <strong>of</strong> dead flesh, equivalent to around 10<br />

98<br />

BY WAY OF CLARIFICATION…<br />

Necromancers are great fans <strong>of</strong> complexity, in<br />

their nomenclature as well as their craft. They use<br />

certain terms interchangeably in ways that might<br />

confuse those who are not privy to their secrets.<br />

Walking War Machine is Shadowl<strong>and</strong>s Circle<br />

Necromancy <strong>and</strong> is also known as Iron Reanimation.<br />

Spurring the Beast <strong>of</strong> War is Labyrinth Circle<br />

Necromancy <strong>and</strong> is also known as Onyx Reanimation.<br />

Incomparable Destruction Engine is necromancy<br />

<strong>of</strong> the Void Circle <strong>and</strong> is also known as<br />

Obsidian Reanimation.<br />

to 15 bodies. Walking War Machine is a very forgiving<br />

spell. It not only animates the mass <strong>of</strong> flesh, but fuses<br />

undead tissues, correcting <strong>and</strong> adjusting for small errors in<br />

necrosurgery <strong>and</strong> thereby attaching muscle to bone more<br />

effectively <strong>and</strong> optimizing the animation <strong>of</strong> the composite<br />

war machine. So long as the necrosurgeon building the<br />

machine had a Craft (Necrosurgery) rating <strong>of</strong> •• or more,<br />

the device animates without difficulty.<br />

Initially crafting the device to be animated requires<br />

one success per hundred pounds <strong>of</strong> flesh on an Intelligence<br />

+ Craft (Necrosurgery) roll. Each roll in an extended<br />

action represents eight solid hours <strong>of</strong> work. Walking War<br />

Machine animates weapons <strong>of</strong> size class 1 or 2.<br />

While unusually simple or unusually complex war<br />

machines may require less or more Essence, Walking War<br />

Machine typically requires (8 - the necromancer’s Essence<br />

rating) motes <strong>of</strong> Essence per success on the necrosurgery roll,<br />

representing the difficulty <strong>of</strong> animating larger weapons.<br />

This spell provides the war machine with the following<br />

basic stats, although these may be modified based on<br />

the specifics <strong>of</strong> the weapon animated:<br />

Attributes: Strength 4, Dexterity 2, Stamina 3, Charisma<br />

0, Manipulation 0, Appearance 0, Perception 2, Intelligence<br />

1, Wits 3<br />

Virtues: Not applicable. Never fails Valor rolls, never<br />

succeeds at any other rolls.<br />

Abilities: Athletics 1, Awareness 2, Brawl 2, Dodge 2,<br />

Endurance 1, Melee 2, Resistance 2, Stealth 1<br />

Base Initiative: 5<br />

Soak: Highly variable due to size <strong>and</strong> armor options, but<br />

not less than 3L/6B<br />

Health Levels: For each success on the initial necrosurgery<br />

roll, the walking war machine has two -0, two -1 <strong>and</strong> two<br />

-2 health levels.<br />

Onyx Reanimation<br />

The Labyrinth Circle grants access to a yet more<br />

powerful version <strong>of</strong> Walking War Machine. At this level,<br />

the spell is called Spurring the Beast <strong>of</strong> War. A war<br />

machine <strong>of</strong> this type requires a minimum Craft

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