Book of Bone and Ebony
Book of Bone and Ebony
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