Looks like we're going to be playing an Arisen with a focus first on the social approach, and second on the social. Hopefully, I'll get the next update up soon with @BungieONI !
Scheduled vote count started by QafianSage on May 21, 2022 at 2:09 PM, finished with 45 posts and 24 votes.
[X] Mighty. Whatever may face you, your body has not failed you, and will not. Immortal, imperishable, and fuelled by the life of centuries, no mortal man can match you in strength.
[X] Genius. All the power in the world is useless unless applied. You have the perception and wit to understand the world, and the will to make use of it.
You rise towards the living world, and your soul rises with you from the depths of Duat. Five parts has the soul, five great Pillars - but one is most radiant of all, building for itself a raiment of raging Sekhem, honey-gold and hotter than a furnace. You chose it in that dark place before Judges whose faces you cannot remember. When all else was broken and degraded, the very house of your spirit rendered to ashes, one Pillar stood tall and you declared yourself…
[] Ashem.
Though all the world should burn, your sheut will lead your way forwards into darkness. Though every ghost and demon should assail you, you will not bend the knee, your shadow rooting you in place. Under the sign of the jackal, beast of Anpu, you shall stand and show the world no trace of fear.
Favored Attributes: Composure and Stamina
Defining Pillar: Sheut
Regaining Pillars: The Ashem stand firm in the cruel and uncaring face of the universe, allowing others to do the same. The mummy regains one Pillar point of his choice after any scene in which his wisdom helps a cultist or another mummy confront their fears, or in which he shows no fear in the face of possible destruction.
The Ashem believe truth is preferable to deceit, even when the former is painful and the latter is pleasing. Once per chapter, the Ashem may fully restore his Sheut Pillar by unravelling a serious deception or a profound lie.
Decree Affinity: Jackal's Shade Effect: Ephemeral and solemn, the Jackals act as guides for living and dead alike.
Any ghost can summon the Ashem from henet as if they were the mummy's cultist.
When touching an object or person, the Jackal knows if it is a ghost's anchor, and can identify which ghost if she has met that ghost before.
As an action, the mummy may spend a Pillar point to make a Composure + Occult roll. On a success, the Ashem separates her soul from her body, gaining the Disembodied Condition. She must touch her sahu again to exit Twilight. If something destroys the sahu while the Jackal projects her soul, she enters a death cycle.
Your character's body no longer shelters their soul. The mummy exists in Twilight, functioning similarly to a ghost with an effective Rank equal to their defining Pillar. The mummy's Power equals the current rating of their Ab + defining Pillar, Finesse their Ba + Ren, and Resistance their Ka + Sheut, to a minimum of 1.
Disembodied mortals use their Intelligence, Wits, and Resolve for Power, Finesse, and Resistance respectively. The mummy may use Utterances normally, but must spend a point of Willpower to affect the material world with them, which is only possible in the presence of their Anchors. The mummy's remains, their tomb, cultists invested with their Pillars, and guild relics all serve as Anchors. Mummies are unaffected by Essence Bleed and lack Numina.
Possible Sources: Entering a death cycle, the Jackal's Shade Affinity.
[] Deshret.
If a mountain stands in your way, you shall climb it. If a river bars your path, you shall ford it. Your ba-spirit can neither bend nor break, and all obstacles only grant the falcon-soul the chance to soar aloft. Though all the ages of the world may stand before you, you will tread forwards without hesitation.
Favored Attributes: Resolve and Wits
Defining Pillar: Ba
Regaining Pillars: The Dauntless challenge themselves, craving the rush born of pushing their limits. The Dauntless regains one Pillar point of her choice after any scene in which she chooses to mentally or physically challenge herself. The challenge must contain some risk of failure, but she regains the Pillar point even if she fails.
The Deshret thrive when they know they have beaten the odds and achieved glory. Once per chapter, the Deshret may fully restore her Ba Pillar by triumphing over a challenge that entails severe consequences if she fails.
Decree Affinity: Soaring Falcon Effect: The Falcons drive themselves to achieve ever greater glory and often elevate others along with them.
When someone close to the Deshret's tomb experiences a desperate need or obsession that they cannot voice, she may rise from henet with fulfilling that need as her purpose.
Once per chapter per dot of Ba, the Deshret may gain the Inspired Condition when she makes a contested action against an enemy, regardless of whether she fails or succeeds.
When helping another character fulfill an Aspiration, the Deshret achieves an exceptional success on rolls with three success.
Your character is deeply inspired. When your character takes an action pertaining to that inspiration, you may resolve this Condition. An exceptional success on that roll requires only three successes instead of five, and you gain a point of Willpower.
Resolution: You spend inspiration to spur yourself to greater success, resolving the Condition as described above.
[] Kheru.
Your Heart bears no witness against you. Listen and it will say the same as you. Lion-crowned it will cry the flame of your defiance in an old, cold world. Though your body may be dust, your heart burns on into eternity. So long as you love, so long as you hate, you have not died!
Favored Attributes: Presence and Strength
Defining Pillar: Ab
Regaining Pillars: Creatures of instinct and passion, Lions find their souls nourished through the indulgence of their whims. The Ardent regains one Pillar point of their choice after any scene in which they are able to revel in victory over a rival, or to overcome challenges either by appealing to others' emotions or through improvisation.
The Ardent thrive on excitement and adventure, eternally seeking the exhilarating highs and grievous lows of the heart. Once per chapter, the Kheru may fully restore their Ab Pillar through an intense emotional experience, provided the event seems novel to them.
Decree Affinity: Lion's Pride Effect: Emotion and desire are the domains of the Kheru, molded like clay in their hands.
When someone close to the Kheru's tomb experiences intense emotion and intends to act upon it, the mummy may rise from henet with that intent as their purpose.
When the Lion improves a character's impression of him during Social Maneuvering, he learns one of that character's Aspirations.
The Ardent absorbs the emotions of others. Spend a Pillar point while touching another character to make a Resolve + Empathy roll. If successful, the Ardent takes an emotion-based Condition from the affected character. The character loses the Condition without resolving it, and the mummy gains the Condition.
[] Nesrem.
You endure. Though your bones may be shattered, your limbs bound in chains and the very world torn asunder, this does not change you. Your ka endures for eternity, bull-formed and diamond-souled. More unmoving than the mountains, more relentless than the ocean, the sands of time shall run barren and dry before you change one iota of your essence.
Favored Attributes: Resolve and Stamina
Defining Pillar: Ka
Regaining Pillars: Nesrem have little time or tolerance for overcomplications, preferring to strike directly at the heart of an issue. After any scene in which the Stalwart overcomes a challenge by tearing away extraneous details and breaking the issue down to its basic essence, they regain one Pillar point of their choosing. The Stalwart desire above all else to create a legacy, a monument carrying their Essence through the ages or a philosophy disseminating their ideas to future generations. Once per chapter, the Nesrem's Ka Pillar is fully restored by building or defending their legacy, or by witnessing the lasting impact of their legacy upon society.
Decree Affinity: Guardian Bull Effect: The Monoliths relentlessly build their legacies, refusing to see them torn down.
If someone harms one of the Nesrem's Touchstones, the mummy rises from henet to protect the Touchstone as if the aggressor disturbed her tomb.
When the Nesrem successfully opens Doors during Social Maneuvering using intimidation or violence, she gains the Steadfast Condition.
The Nesrem benefits from 1/0 armor (which stacks with any other armor she possesses) while sealing the flesh. If the mummy defends a Touchstone, her general armor rating is equal to her Ka dots instead.
Your character is confident and resolved. When you've failed a roll, you may choose to resolve this Condition to instead treat the action as if you'd rolled a single success. If the roll is a chance die, you may choose to resolve this Condition and roll a single regular die instead.
Resolution: Your character's confidence carries him through, and the worst is avoided; the Condition is resolved as described above.
[] Usheb.
Though you be stripped of all else, none may have your ren. Through your name, you know yourself. Self-knowledge becomes knowledge of capabilities, and knowledge of capabilities becomes knowledge of the world. Like the stars reflected in a pool, your name is the very reflection of Fate's grand weave. Should you only speak it with serpent-tongue, you shall live eternal.
Favored Attributes: Intelligence and Manipulation
Defining Pillar: Ren
Regaining Pillars: Nuance wraps names in layers of secrets for the Usheb to unravel one at a time. The Cunning regains one Pillar point of her choice after any scene in which she uncovers an unknown historical truth or proves the mind's superiority over the heart and the body.
Nothing reinvigorates the Usheb like discovering their own identity. Once per chapter, the Usheb may fully restore her Ren Pillar by going out of her way to learn additional information about her current purpose that she does not require to complete her duties.
Decree Affinity: Serpent's Tongue Effect: Clever and sly, the Usheb's words move mountains.
Anyone permanently sacrificing a significant memory may summon the Usheb from henet as if they were the mummy's cultist.
When engaging in Social Maneuvering, if the Serpent's goal would be a breaking point for the character she is trying to influence, add one Door instead of two.
When the Serpent improves a character's impression of her during Social Maneuvering, she gains the Informed Condition regarding that character.
Your character has a breadth of research information based on the topic she investigated. When you make a roll relating to the topic, you may choose to resolve this Condition. If you resolve it and the roll fails, consider it to have a single success. If it succeeds, consider it an exceptional success. Resolution: Your character uses her research to gain information; you resolve the Condition as described above.
Around that pillar your soul is raised like a temple, and memory returns as you ascend like the threadbare banners of a festival, descending upon you like the tattered robes of an ancient votary draped about your shoulders. Ghosts of sensation flit between your fingers; the taste of wine in a city whose name you cannot recall, and the thick drip of blood upon your upraised palms. When, where, who, why - all of these are gone.
Some things remain to you, though, gathering about you as you rise. Your name. Your Guild. And the drowning-taste of salt.
Though… no.
That taste on your dead tongue is not a memory at all.
Gracie May-Wells crawled along behind the convoy as it made its way up the winding roads of Suffolk, damning to hell her dodgy leg and every one of her seventy-seven years alike. Time healed all ailments, so the saying went - but that was bull as far as she was concerned. It had never healed quite right, not after that bullet. It was all very well when she could walk with her cane, but working the clutch mile after mile down these damned little roads gave her the shakes.
Normally, she'd have simply headed out to the main roads, where she only had to change gears every now and then, but today she couldn't. Not with what the men from the museum had in their van. She could see in her mind's eye the shape of that sarcophagus, etched with the signs of old Irem. She'd seen it every night since it sank into the dark waters of the Channel, haunting her like a black monolith, blotting out the distant stars as she kneeled before it. She had searched, searched for years - taken up SCUBA diving for it, even, when that had been invented and come within her financial reach - and taken a comfort in its solid, unchanging outlines. She had thought the real coffin must have long since been colonised by kelp and barnacles, but the one that ruled her nights was pristine. She took that as a sign; a sign that…
[] Name: Write in
her…
[] Master (Male gender)
[] Mistress (Female gender)
[] Sovereign (Other gender): Write in.
Would come again. Of course, they were immortal - Deathless; Gracie remembered the word. She remembered what she had been taught, back in the forties; not that much, considering her place in the following, but she remembered the scant secrets she had treasured like pearls, the miracles she had witnessed, the mysteries of the…
[] Maa-Kep.
That the spotlight is a temptation, a lure as powerful and deadly as any fisherman's hook. To step into it is to be revealed; it is the severance of all the possibilities that yet wait outside its glare. Such is the lesson of the amulet-makers, the labourers and the spies of the Arisen: they are Maa-Kep. Friendly, diplomatic organisers, few can bring themselves to hate them, though they may not entirely trust them. Such is their skill that even though they are known as spies amongst their kind, their effectiveness is hardly diminished. They serve as stewards, seneschals, right-hand men, emissaries and middle-management, masters of the power that comes not from the throne, but from being invaluable to the one who occupies it.
Vessels: Amulets.
The Maa-Kep designed their amulets to preserve ideas and principles. They were so successful that Iremite thought lives on in a world ill-suited for it.
Amulets have the Power to instil knowledge and abilities. These are usually represented by new Skill dots or Mental Merits but can also provide more specific boons, such as knowledge of a lost military technique, or even sorcerous rites.
An Amulet's Curse programs its bearer with concepts and morals to make their thinking more harmonious to the Nameless Empire's culture. The Curse may be broad and obvious, such as changing a character's Virtue, Vice, or Aspirations, or a subtle as praising a Judge beneath one's breath as they wake in the morning.
Guild Affinities:
[] Affable Aid
Even if the amulet-maker asks no recompense, Fate recognizes a debt owed. The Maa-Kep sit as spiders in this subtle web, listening to the pluck of their threads, and tugging them in turn.
The mummy adds +2 to Perception rolls, rolls to shadow others, or to seduce or persuade them into sharing information.
Once the Maa-Kep has done something for another character that might evoke gratitude - regardless of the target's experienced emotions - all subsequent Persuasion, Socialize and Empathy rolls against that character benefit from 9-again until the end of the current Chapter or five days, whichever is shorter.
The Maa-Kep may spend 1 Willpower to benefit from 8-again on all Empathy, Stealth and Subterfuge rolls against a single target. This benefit ends if the Maa-Kep attacks or otherwise indisputably betrays that target.
[] Amulet of the Envoy
The mummy speaks as an envoy with the wisdom and authority of her guild.
The mummy can craft a magical amulet over the course of a scene, which acts as a conduit for her power. If the mummy creates a new amulet, the existing one loses its power.
If worn by the Arisen or one of her Inheritors or Sadikh, this amulet grants a 2 dice bonus to all Streetwise and Subterfuge rolls, and radiates warmth when the bearer is within 50 yards of Arisen of other guilds - even if they are disguised with magic or glamours. As an envoy, the bearer is protected; anyone who wishes to attack them must spend a Willpower point the first time they do so in a scene.
The wearer may spend a Willpower point to inflict the Mute Condition on a character they can see, once per scene. The Condition ends when the wearer or the victim leaves the other's presence, or the wearer grants the victim permission to speak again.
[] Nexus of the Soul
The mummy acts as the hub and nexus of his cult and this Affinity always allows her Inheritors to act as his eyes and ears.
The Arisen is always precisely aware of the location of her Inheritors relative to herself and their exact condition, including whether they are wounded or distressed. Furthermore, she may communicate with them mind-to-mind, transmitting her thoughts to one or more cultists as she desires and receiving their responses in clear conversation.
By spending a Willpower point, she can ride the senses of an Inheritor cultist for a scene, perceiving what they see without losing her own awareness.
[] Mesen-Nebu.
That the work of sweat and blood becomes gold and beauty and power. To harness the dedwen of the universe - primal value, whether expressed in utility, monetary worth or simple beauty - one must understand that the processes of transmuting lead into gold and tearing gold from the bosom of the earth are intimately related. This is the heart of the Mesen-Nebu, the alchemists, merchants and potion-makers. All things possess dedwen, and the study of the world is the study of its transmutations. By turns they funded Irem's great conquests of the world, forged the weapons of its armies and brought beauty to the Nameless Empire. Their skills are in the perfecting of material things, and many seek their services to empower themselves and their Cults. They serve as financiers, bankers, and other mercantile resources, understanding that the throne cannot enact its will without value to spend - though in this age without Pharaoh or Shan'iatu, many have made empires of their own.
Vessels: Regia
The Mesen-Nebu used their superior alchemy to make the world more beautiful. Unfortunately, even the finest splendor rots and rusts.
The Powers of Regia are to enhance physical things into a more perfected state. Weapons enhanced with Regia may do more damage or be able to harm creatures normally impervious to them. Imbibing a potion brewed with Regia may grant a user Physical Attributes or Physical Merits.
What the Nameless Empire considered "perfected" vastly differs from our modern conception of perfection. A Regium's curse corrupts physical things around it. It could just poison users, but it might also warp its subjects in unexpected ways, twisting bodies and objects into shapes more useful to the Judges.
Guild Affinities:
[] Divine Flesh
This Affinity allows the mummy to transmute her very flesh to an embodiment of the perfection her guild desires.
The mummy's skin is always considered to have an armor rating of 1, stacking with armor worn.
She may spend a Willpower point to make her skin burnished or tarnished metal, increasing the armor rating to 2 for the remainder of the scene. Any damage she suffers from fire reduces by 2, and she takes no damage at all from electricity or lightning. However, the awful majesty of this transformation invokes Sybaris in mortals witnessing it.
[] Almsman's Tithe
The mummy reaps the benefits of perfecting her cult and investing the strength of her Pillars in them.
Whenever the mummy wishes, they can drain two Willpower points from an Inheritor and convert it into a Pillar point of any type, providing the conversion doesn't lead to the Arisen exceeding their maximum Pillars or the Inheritor dropping below 0 Willpower. The Inheritor can be any distance from the mummy when this Affinity is activated; all the mummy has to do is utter their name. When the Willpower drain occurs, the Inheritor gains the Broken (Persistent) Condition.
[] Hone the Soul
Mastering the art of performing internal transformations in herself and her cultists, the mummy temporarily increases their prowess in required fields.
Once per scene, the mummy chooses two dots from Skills she or one of her cultists possesses, and replaces them in one or two alternative Skills on the same character until the end of the scene. A Skill cannot be raised above 5 dots in this way.
[] Sesha-Hebsu.
That the universe is a great unfurling of laws and stories older than time, and which will endure long after the last mortal fades into dust. That there is a Scroll of Ages, the record of all things touched by Fate. According to the Sesha-Hebsu, one's actions are indelibly written into the Scroll, and so one must act with honour and clear foresight in one's judgements. That was the role of the Scribes; to be magistrates and judges, clerks and bureaucrats, record-keepers and librarians. They knew the span of Irem's conquest across the world, they kept the calendar which tracked the Judges festival days, they saw and recorded every bushel of grain and every ingot of bronze which passed through the Nameless Empire's lands. Their skills are in dismantling deceit, the written word and its uses as propaganda, law and record, and in the keeping of what history remains to the Arisen.
Vessels: Texts
The Sesha-Hebsu hoped to rescue stories and culture with the power of the written word. Now, these lost tales unfold all over the world, bringing people to unhappy endings.
Texts hold records of grand events inside them, and their Power manifests these events in our reality, rearranging it with incredible phenomena. A Text might conjure a storm at an opportune moment or transport its user across the globe in the blink of an eye.
Any story can lie within a Text, and thus it is the most abstract and unpredictable of the relic forms. What isn't unpredictable is how they Curse the mind. Reading a Text wreaks havoc on the unprepared. They might sap away a user's Integrity, or even open them up to possession by one of Duat's fiends.
Guild Affinities:
[] Eyes of Justice
The mummy's sight cuts through deceit.
The mummy adds two dice to perception and Investigation rolls.
She identifies vessels with a glance, appearing in her vision with a corona of burnished gold to her vision. She knows the dot rating of any such relic or vestige she sees. In the case of relic texts, she also learns the vessel's story, power, and curse.
If the mummy spends a Willpower point, for the remainder of the scene she can identify the nature of Lifeless or Endless on sight, and furthermore knows whether anyone she sees has killed a mortal or sent a Deathless into death cycle - and whether this act specifically took place since the last sunset.
[] Master of the Written Word
The Scribes of Irem command letters and ink as a general might command his soldiers.
The mummy may cause any text she creates to immediately fade and become invisible upon completion, choosing an act or ritual - usually a specific gesture or password - that a reader must perform within a yard of the text, either allowing that character alone to perceive the words or making them reappear for everyone. She may also choose to render her writings comprehensible to any reader, regardless of if they know the language she creates it in.
By spending a Willpower point, she can instil any statement she writes and genuinely believes to be true with urgency and sincerity. Supernatural beings sense the sincerity of the statement, while a mortal reading the words must succeed on a Resolve + Composure roll or else be compelled to follow any warnings contained therein for the remainder of the scene (such as "Danger ahead, do not proceed").
Finally, the mummy may spend a Willpower point as an Instant action to copy a written work she's touching or can fully recall, reproducing its content in a suitable receptacle she touches. This works on digitally stored texts as well as conventionally printed ones, and can copy works onto blank paper, stone, metal, data storage, or other appropriate formats.
[] Loremaster's Guile
Though the world has created countless tricks and traps of writing since the days of Irem, the Scribes were the first to learn such secrets, and their craft has not waned with the years.
The mummy adds 2 dice to her Academics, Politics, and Science rolls.
When the Arisen examines any sample of writing, film, or other media, she senses whether it is real or a forgery, whether it contains any codes, and whether the creator was sincere and honestly believed in any assertions or claims it makes. If the creator was deceived or simply wrong in their assertion, the Arisen still senses it as authentic, but she can pick out any lies or intentional misinformation.
Finally, the mummy may spend a Willpower point to crack any codes or reveal any enigmas embedded in the media. If the code is magically-protected, she may make a Clash of Wills against the source of that protection to crack it as well.
[] Su-Menent.
For most in the modern world, the grave is a final destination. 'Dead and buried' is a way of saying ended, finished, kaput. Nothing could be further from the worldview of the Shepherds of the Chamber. To them, the tomb is a door into which all pass, but from which some may return - in whole or in part. In Irem they were morticians, mummifiers and necromancers who stood beside the Shan'iatu as they performed their rites to honour and propitiate the Judges of Duat, and bound ghosts and wailing spirits to the service of the Nameless Empire. Since the Shan'iatu were lost and they were subjected to the Rite of Return, however, they have taken on new roles. Though all Arisen serve the Judges, the Su-Menent have become priests in truth - both defenders against blasphemy and heresy, and guides through the terrors and tribulations of the world. Many serve as counsel to their fellow mummies, while others seek to shepherd mortals more than the Deathless. All still plumb the mysteries of death and beyond, but they have new duties, and a high calling to answer.
Vessels: Uter
The Su-Menent desired to show the divide between life and death for the illusion it is, and their Vessels show something of this truth.
Uter have the Power to enhance qualities that already exist within a person or an object, or preserve the qualities of the dead and grant them to the user. Perhaps a lion's jaw might make a person a terrifying huntsman, while a thief's knucklebones might allow a person to contort their body and slip through small spaces.
As Uter are unchanging, so too is the Curse that follows them. Uter preserves its users, preventing any beneficial change in their lives. A user might stop receiving Willpower from a restful night's sleep or be unable to increase her Integrity. It may affect a user in more subtle ways, such as falling into rigid daily patterns or refusing opportunities she would usually take.
Guild Affinities:
[] Fated Soul
The Arisen feels an overwhelming duty of care to the souls of those she encounters, and her own soul stands strong.
The mummy adds 2 dice to Medicine and Occult rolls and to any dice pools to resist magic or supernatural powers that might afflict her.
The mummy is entirely immune to any source of fear.
[] Flesh-Culled Secrets
The Shepherds, more than any other guild, revere the ghosts of the departed, and the Arisen may exert some influence over the dead.
The mummy can sense the location of all human and animal remains within a scene, and by spending a Willpower point may compel earth, stone, or metal to yield them; bones rise up from the soil, or bricks crumble away to reveal a hidden skeleton beyond them.
With a glance, the mummy can tell how a corpse or remains died, including the kind of murder weapon used if they were killed, and accurately assesses their characteristics at time of death such as height, weight, sex, whether they were healthy or diseased, etc. By spending a Willpower point, she also learns their name and something of their emotions during their final days of life. If the corpse is one of her cultists, she witnesses the last minute of the deceased's life and the moment of their death as if from their eyes.
Finally, she can sense whether the ghost of any corpse she touches still lingers in the world.
[] Blazing Zeal
The unshakable faith of this Arisen is a shining light to her followers and a terrifying sight to her foes.
While present in the scene with her, the Arisen's cultists are immune to fear and add 2 dice when rolling to resist supernatural effects or to stay conscious from their injuries. The mummy's Inheritors and ghost cultists always benefit from these effects even when apart from her.
As an Instant action, the mummy may intone a curse and spend a Willpower point to force all mortals gazing upon her to flee for turns equal to her defining Pillar rating.
[] Tef-Aabhi.
Irem is called the City of Pillars, and no one Guild was entirely responsible for them - but the Tef-Aabhi drew out their occult diagram before a scribe ever supplied materials or an alchemist refined them. They are the masters of the Lifeweb, the subtle flows of Sekhem and sympathetic magic which bound together the greatest works of Iremite magic, from the tombs of mummies to the temples of the Nameless Empire. But this is a myopic, reductive view of their art. Mystic geometries only draw out and strengthen the effects of the Lifeweb; it stretches throughout the world as a whole, binding countries, cities and companies alike. These connections persist through time as much as space; the Tef-Aabhi stride a line between innovation and tradition, between correcting the mistakes of the past and remembering and re-creating the good. They consider themselves monuments as much as their works: Monuments to Irem, and to their own mastery.
Vessels: Effigies
The Tef-Aabhi constructed their Effigies to maintain order and harmony, and to channel the grand symbology of the cosmos into smaller-scale effects.
An invoked Effigy unleashes the Power to manipulate people, objects, or concepts. This might allow supernatural control over an element, the ability to compel a target to undertake certain actions, or something stranger, like a mystical tree allowing access to otherworldly realms.
An Effigy's Curse is that as much as it allows the user to manipulate, it manipulates in turn. They pull power from their surroundings, weakening people and environments around it. Some sap away at Structure, others consume Willpower, and a few drain Sekhem or damage the very structural integrity of the universe around them.
[] Model Lifeweb
The mummy is sensitive to the flow of Sekhem surrounding her, making her highly proficient in manipulating its flow.
The mummy adds 2 dice to Craft and Expression rolls, and automatically detects any hidden alcoves, doors, spaces, or traps present in her immediate vicinity. She does not automatically sense hidden or concealed characters, but her normal perception rolls can be used to detect even those hiding their presence via supernatural means.
By spending a Willpower point when touching an object, the Arisen senses the object's intended purpose and gains an image of the object's creator. If the object is a vessel, she instead gains an image of its last bearer, and may track them as if they were the vessel itself via kepher for as long as she retains hold of it.
[] Guardian Statue
Through the arts of the Tef-Aabhi, the mummy can protect her supplicants, enchanting small statuettes to suffer harm in their place.
The mummy can craft a small protective statuette in the image of another character. Crafting the statuette takes a scene, requires appropriate materials, and costs the Arisen a single Willpower point to enchant it in the process.
While the character has the statuette of them on their person, the next time they suffer damage from an attack, all harm from the blow glances off and is diverted into the figurine instead, immediately destroying it.
The Arisen can empower a number of guardian statuettes of up to her defining Pillar rating at any one time.
[] Nest of Idols
As the Nameless City was a grand and harmonious diagram, the Mason may shape her followers.
The Arisen crafts a small wooden vessel into which it places painted clay dolls representing each of her Inheritors and Sadikh. If all of the dolls are within the nest, each one can communicate telepathically with each other and the Arisen through the Lifeweb.
By taking one of the dolls in hand, the Arisen may take the following actions:
She automatically knows the location of the individual the doll represents as well as if they are alive or dead or if they are in pain or distress.
She may spend a Willpower point to speak through that individual. In doing so, she may activate any Utterance through that vessel as though it was herself.
The year before, the discovery of 'Seahenge' down by the Wash had raised her spirits, only to dash them again. And then a year later, in the spring of 1999, for her dreams to be made real. A stone coffin pitched up by a spring storm in Suffolk, its appearance on the shore almost overshadowed by the controversy around the excavation and extraction of Seahenge.
Not enough for the coffin and its strange inscriptions to fall beneath the notice of archaeologists, however, nor for it to escape the notice of an old lady three towns over. She hadn't been able to spirit it away before they secured the site, so she'd done her best. She'd followed along with the investigation of the coffin with the newspaper, the binoculars and the persistent inquiries of a curious old pensioner, and then followed along - more literally - with its extraction. Gracie didn't know exactly what she'd do, but she knew as certainly as the sky was blue that there would be something. She was meant for this.
Ahead of her, the van rocked on its wheels, and its red brake lights glowed as it squealed to a shuddering stop. The passenger door opened and a man climbed out, walking around towards the back of the van. Gracie's breath caught in her throat, and her hands were white claws as they gripped the wheel.
After fifty years, she was going to see a miracle again.
Please vote as a plan. Pick one Decree, your Guild and one Guild Affinity. A valid plan should look something like this:
[] Plan Name
-[] Decree
-[] Guild
--[] Guild Affinity
Vote for name and gender as a separate combination:
[] Name
-[] Gender
This vote will remain open for at least a few days, though it may close sooner if a plan gains a significant lead.
Authors' Notes: We had a quick turnaround today! Admittedly, because a lot of this could be copied to a greater or lesser extent, but still. It feels good to have something moving along - and this is a fun update.
Also, you get your first good look at Mummy powers, though we'll start mocking up the character sheet soon. Broadly speaking, Affinities are subtle(-ish) powers that are either passive or cost Willpower to use. The four main types of Affinity are:
Decree Affinities, which you only get one of and are (shockingly) associated with your Decree.
Guild Affinities, which you can only gain if you're a part of the relevant Guild, but which you can have multiple of (though only one of for the moment).
Soul Affinities, which are usually associated with one of the five Pillars, and which you can have multiple of (you'll have two by the end of character creation.
Bane Affinities, which are nasty horrible corrupted powers mainly used by Shuankhsen, though Arisen can also get them through a process more like infection than anything else.
As always, a massive thank-you to @BungieONI for helping me with this!
makes us pretty tanky and let's us rise from our grave when one of the followers we care about gets hurt, lets us preserve the legacy of those who fall in our name by giving those who remain some measure of their talents, and buffs our followers so that they shall know no fear.
[X] Plan Battle Butler
-[X] Kheru
-[X] Maa-Kep
--[X] Affable Aid
Kheru and Maa-Kep together mean that we are good at manipulating and leading people by helping them, and thrive on confident improvisation, and it doubles down on our social/physical focus. It's fronting as Alfred, but with a lot of [your superspy/assassin of choice] under the hood. Affable Aid is just the best power in Mummy and I am required to vote for it.
[X] Plan Battle Butler
-[X] Kheru
-[X] Maa-Kep
--[X] Affable Aid
Kheru and Maa-Kep together mean that we are good at manipulating and leading people by helping them, and thrive on confident improvisation, and it doubles down on our social/physical focus. It's fronting as Alfred, but with a lot of [your superspy/assassin of choice] under the hood. Affable Aid is just the best power in Mummy and I am required to vote for it.
One thing with the tallybot; this overwrote your plan because it takes your most recent post with votes in it. If you want your plan in the tally, just edit it into this post.
[X] Plan: I Beheld, As Lightning
-[X] Usheb
-[X] Maa-Kep
--[X] Affable Aid
In order to properly use your charm, you need a trick in order for your cunning not to turn people away from you, you need to be charming.
Another fact in favor of Usheb is that in the setting of mummies, the true name means a lot and the focus of our mummy on this aspect of his personality seems to be very useful.
[x] Rameses
-[x] Male
As far as I remember, Ramses 2 is one of the most powerful and long-lived rulers who lived up to 90 years.
Good name.
[] Kheru.
Your Heart bears no witness against you. Listen and it will say the same as you. Lion-crowned it will cry the flame of your defiance in an old, cold world. Though your body may be dust, your heart burns on into eternity. So long as you love, so long as you hate, you have not died!
Okay so, with respect to mechanics, while I could be convinced for any of the guilds there is a specific Decree I want to push for - Usheb. This is for a specific reason — its defining pillar is Ren. Why? Well, give me a moment.
Mummy is a very strange work, in that you get weaker over time, rather than stronger (not skills and stuff, but your 'power' stat). This means that if you want to throw around anything big in terms of Utterances (especially ones that roll Sekhem), which are... essentially Mummy's Charm equivalents? You need to start, at character creation with the prerequisites. And let me present to you... Secrets Ripped From Skies, my single favourite Utterance in Mummy as a narrative tool and set piece:
Secrets Ripped From Skies Prerequisites: Tier 1: Ba • (Subtle); Tier 2: Sheut ••• (Curse); Tier 3: Ren •••••
Tier 1: The mummy unleashes this Utterance while gazing up at the sky. Doing so reveals his location relative to all known geographical referents, using whatever system of measure comes most naturally to him. The accuracy of this intuition roughly matches the information provided by global positioning satellites. For example, he may realize he is 20 miles southwest of Mount Sinai or two blocks north of the Chinese restaurant he had lunch at yesterday. Use of this Utterance automatically allows a mummy to retrace his steps through a maze back to known entrances.
Tier 2: The mummy speaks a word of power that reverberates back across space and time to the beginning of the universe, reshaping its genesis. The passing eons ensure that matter is spun and coalesces in accordance with auspicious wrath, culminating in a blazing meteorite
falling upon an intended target. The mummy can only choose a known target he can perceive within one mile, and that target must be exposed to the open sky (i.e., objects inside buildings can't be targeted, though the building itself is fair game).
Roll the Arisen's Sheut + Occult + Sekhem as a ranged attack; successes inflict lethal damage (aggravated to inanimate objects and structures). Range penalties do not apply; targets are either within range or not. Cover is calculated from above, rather than the barriers separating
the mummy and target. The meteor also creates a bonfire with Bunsen burner intensity inside a two-yard radius around the impact crater, though the flame only persists for the turn the meteor lands unless it sets combustible materials ablaze (e.g., wood, people, etc.). Characters who might be within the initial blast of fire and who are capable of applying their Defense can sometimes escape the worst of the blaze by leaping away; their players roll Dexterity + Athletics and subtract successes from the levels of damage applied. Victims hit by the meteor itself cannot jump away from the resulting flames.
Tier 3: The Arisen gazes upon the night sky and listens to the murmurs of the firmament, scrutinizing the cosmic mysteries inscribed upon the patterns of constellations.
Roll Memory + Ren, applying a –5 penalty if the sky is more than half covered by clouds and/or too much light pollution drowns out the stars (as in most major cities and suburbs). Success allows the mummy to glean one important truth from Fate, a clue that directly helps solve
his most pressing dilemma in the current story. The clue is shrouded in metaphor and cryptic symbolism, but not so much that it isn't actually useful.
If a mummy unleashes the second tier in the same scene he attempted to read the future in the stars (successfully or not), he calls down an Epic meteor shower rather than a single meteorite. The shower ravages everything within a mile of the mummy for a number of turns equal to his
Sekhem rating. The Arisen must choose whether to rain destruction in accordance with chance or Fate. In the former case, every possible target in range has a 10% chance of being targeted by a meteor each turn that the skies burn (i.e., roughly 10% of the land is utterly devastated before taking into account the secondary destruction wrought by fires). If Fate guides the shower, meteors fall upon as many or as few targets as it decrees. The meteor strikes use their normal full dice pool, though these reflexive attacks do not require further effort on the mummy's part. The mummy who unleashed the shower is never within its radius, though allies have no protection beyond trying to huddle in close to him.
For people who don't want to read, the tl;dr is that if you have the prerequisites for all three tiers (the third being the most important) you can have Horrifying Metaphorical Prophecy Visions on demand and call down meteors to strike your foes. Downside? You need to start with 5 Ren, which means it's gotta be your Decree.
So I could be convinced for any guild, but for now I'll go with...
[X] Plan: I Beheld, As Lightning
-[X] Usheb
-[X] Maa-Kep
--[X] Affable Aid
and to reiterate so the tally doesn't lose it
[X] Helel
-[X] Mistress
[x] Sesha-Hebsu.
That the universe is a great unfurling of laws and stories older than time, and which will endure long after the last mortal fades into dust. That there is a Scroll of Ages, the record of all things touched by Fate. According to the Sesha-Hebsu, one's actions are indelibly written into the Scroll, and so one must act with honour and clear foresight in one's judgements. That was the role of the Scribes; to be magistrates and judges, clerks and bureaucrats, record-keepers and librarians. They knew the span of Irem's conquest across the world, they kept the calendar which tracked the Judges festival days, they saw and recorded every bushel of grain and every ingot of bronze which passed through the Nameless Empire's lands. Their skills are in dismantling deceit, the written word and its uses as propaganda, law and record, and in the keeping of what history remains to the Arisen.
[x]male