The Bones

Less of a specific item than it is a specific enchantment. Through this enchantment, one can use two bones of a beast to be able to control the movements of any other beast of the same type.

Mechanics & Inner Workings

If the target can hear the bones, they can be controlled by them. The target need not be capable of hearing for the control to happen, all that is needed is that the sound must be able to reach the body of the target. Typical range can be up to about 12 meters or more (6"on tabletop)
(Note: Environmental Body Armor and Power Armor will prevent the sound from reaching the bodies of those wearing it)   Certain clacking patterns and rhythms will induce certain movements. There is no limit to the number of creatures a set of bones can control other than the actual physical limitation of how many can fit within range of the sound. Recorded bones, and any amplified sound or sound played through speakers has no effect. only the natural sound waves coming from the bones themselves will create the controlling effect. A skillful bones player wlll be able to play the more complex patters and rhythms and thereby has a larger repertoire of commands.   Some of the commands the bones can impart:
  • stop (single clack)
  • drop (2x single clacks)
  • walk (2x triple)
  • turn right (1x double)
  • turn left (2x double)
  • swing (triple double)
  • reach (triple single)
  • grab (single double)
  • bite (single triple)
Then there are some species specific commands:
  • Laugh (3x single)
  • bark (3x single)
  • dig (3x triple)
  • wag tail (triple double)
  • roll into a ball (2x single)
  • fly (2x triple)
  Interestingly, practitioners of the bones have also discovered that they can even play a bone flute from the same beast to combine a string of movements together for even more complex control. Any commands provided by the bones that occur under the same exhalation sound by the player will be combined, with the amplitudes of the motions governed by the pitch of the flute. Much more fluid and accurate motions can be achieved with this combination, but this also requires significantly more practice and talent.   Below is a video showing the combination of rhythm bones and bone flute:   A bone flute played solo without the percussion can not produce a controlling effect. It can only help govern the controlling effect induced by the rhythm bones. Doing this suffers the multi-action penalty.   A bones player may forego the bone flute and choose to operate two pairs of bones. Two pair of bones of the same beast can produce exponentially more complex rythms than a single pair in one hand. Running, jumping, and other complex maneuvers may be attempted with two pair.   The player may also use both hands to play two different pairs of rhythm bones from two different types of creature. Doing this requires penalties for dual weapon use as well as multi-action penalties if both are used during the same combat round.   As one might expect, playing The Bones is more of an art form than a science. Musical performance is the skill to use for this item. And even though the ritual to create The Bones requires a powerful necromancer, any performer with an arcane backround should be capable of using them with the expenditure of 2 PPE or ISP per use as if they were a Techno Wizard item.   Note that while any number of creatures can be affected by the bones, all controlled creatures obey the same commands at the same time. The player of the bones can not select who is and who is not a target of the control. The control is present in the sound itself and so affects whatever creatures are impacted by the sound waves emitted by the bones. Only the player of The Bones will be immune from their effect.   Any control effect created by the bones will stay in effect for a full minute of no further commands are given, even if the bones are broken.

Manufacturing process

In order to construct this item, the bones must be removed while the "donor" is still alive. The removed bones must first be salted to remove any flesh from them. Then runes are inscribed along each bone. While the runes are being inscribed is when the enchantment is infused into the bones, the power of the enchantment comes from the life force of the "donor." When the ritual is complete, the "donor's" life force is trasferred entirely into teh bones, with the death gasp providing the final seal upon them. This is a powerful ritual, and not just any necromancer will be able to succeed at it.   The runes do not make the bones any more durable than any other bone would be from that creature. A pair of bones used in the manner of The Bones will eventually crack and splinter. Once this occurs, their sound is altered and they are worthless for this purpose. Translated into game mechanics, the bones break on a critical failure. A roll is not necessary while a control effect is in place if no clacking is performed.

Significance

If you hear the sound of bones clacking, it may already be too late for you. Run anyway.
The following is a demonstration of the bones:
Rarity
Most properly educated necromancers are familiar with this enchantment. It was originated in Africa and brought to North America through the Federation of Magic's dealing with Atlantis.
  Even so, it is a powerful ritual and requires a powerful necromancer of Heroic status or higher to create.
Raw materials & Components
For medium sized creatures from large dogs to horses, typically use segments of their rib bones. Arm or leg bones are usually used for smaller creatures while finger bones are good candidates for larger creatures.   Bone flutes can be made from any long hollow bone of the creature type to be controlled.

Comments

Author's Notes

If a player wants to create or buy a pair of actual playing bones for the game to enact their use by the character, be sure to shower bennies upon him or her for the effort and immersion!


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