Just as Necromancy stains the
body of its practitioners so too does necromancy stain the materials used in
its rituals. The remains of a failed nocturnal experiment, the corpse of an
undead put to rest, surgical tools long used to join dead and living tissues
all potentially host the taint of dark magic.
If this foulness settles in a
bone used in a ritual and left long enough without disturbance or
interruption, the necromantic stain infects other bones around it forming a “Bad
Bones”. These dark energies manifest as inky ectoplasmic tendons connecting and
articulating the bones into a shambling, whirling mess. The tendons also act as
sense organs giving bad bones a remarkable ability to perceive and react to
stimuli in any direction. No intelligence directs its reconstruction, making
each bad bone a random conglomeration of ribs, phalanges, and skulls. Bad bones
incorporate new skeletal members with surprising speed and range. More than
one monster hunter has been surprised to find himself attacked on two fronts:
the bad bones before him, and the remains of his lunch in his pocket!
Bad bones only want one thing: to
harvest more bones from dead bodies so it can grow. Most of the bad bones in
London are small accumulations of rat and poultry skeletons skulking in dark
sewers, basements, and alleys waiting to harvest a dead vertebrate or to kill
a living one. Larger bad bones incorporate the skeletons of draft animals, livestock and humans.
Bad bones serve only their desire
to survive and grow, but a necromancer can subjugate their magical stain with a Necromancy roll against 9 black dice. If successful the bad bones
follows commands until the necromancer’s or its death. Respectable bone mills
carefully check incoming material with sigils to avoid bad bones sprouting in a
dark corner surrounded by an endless supply of new limbs. Most workers prefer
to take care of any problems themselves. The guild offers a 5 pound bounty for
proof of a bad bone’s destruction and charge 6 pounds to exterminate one. An
adequate amount of fire or acid disrupts the necromantic magics animating a bad
bones and dissolves the abomination into a foul-smelling pool. The animating
force can also be disrupted by removing the original “Bad Bone” from the
skeleton, although discovering the right bone won’t be easy, and there could be
multiple members fueled by necromantic magic. If these tools are not to hand,
slashing or bashing apart enough of its skeleton puts a bad bones to rest long
enough to deal with its remains. If left alone and forgotten, the process of
corruption begins again.
Bad Bones
Physical:
8 Initiative: 8
Mental: 4 Health: 18
Armor Value:
2
Special Traits:
Regenerate-
4 (as long as there are bones nearby),-see page 294 of the Victoriana 3rd
Edition rulebook
Chaotic Mass-
Any opponents attempting to grapple, avoid a grapple, or escape a grapple
suffer 6 black dice to their rolls. Bad Bones may also maintain one grapple
each combat round without suffering the penalty for taking multiple actions.
Dark Incorporation- instead of regenerating, bad bones may create a lesser bad bones
as long as there are bones nearby. This does not require an action.
Complications:
Fire Vulnerability- whenever a bad bones is damaged by fire or acid , it suffers +3
damage
Damage: Skeletal
Claws and Jaws (6),
Lesser Bad Bones
Physical:
6 Initiative: 5
Mental: 4 Health: 4
Armor Value: 0
Special Traits:
Regenerate- 2 (as long as there are bones nearby),-see page 294 of the Victoriana 3rd Edition rulebook
Regenerate- 2 (as long as there are bones nearby),-see page 294 of the Victoriana 3rd Edition rulebook
Chaotic Mass-
Any opponents attempting to grapple, avoid a grapple, or escape a grapple
suffer 3 black dice to their rolls.
Complications:
Fire Vulnerability- whenever a bad bones is damaged by fire or acid, it suffers +5
damage
Damage: Skeletal Claws and Jaws
(4),
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