[X] "I am the mistress of this house. I laid the stones of its ten-times predecessor when Boudicca walked the Isles. You will serve me." These mortals have blasphemed against your purpose and violated your sanctum - but their deaths would be a waste. Satisfying, certainly, to you and your Judge, but a waste nonetheless. You shall bring them under your sway whether they wish it or not, and put an end to the Amkhat.
[x] "I am Helel of the Rectifier, and today you die." These foolish creatures have stolen and desecrated your home and blasphemed against your Judge. Nothing less than their deaths and that of their creature shall suffice to make amends - and you cannot pretend there will be no vindictive catharsis in the doing.
Betting on sorceror, not Shuankhsen, since, you know, you'd think they'd be easy to spot for a mummy turning on super-o-vision at almost the height of power.
And a mortal sorceror by default should be making chimeras with Shuankhsen artifacts he has around, since he's by definition a amateur of mummy magic - unless he's a stalking horse / cabin boy for the splat traditional enemy to plant on a mummy they want dead quickly base of power.
So we either kill them all and prepare for possible attacks (or to mislead the police/callers/collaborators of a museum that she's the new curator) since she's too prideful to leave after getting the keystone, kill someones pets/power projection method then piss him off again by confiscating his dangerous stuff, or subvert them completely and piss of the boss and risk betrayal. No pressure.
[X] "I am the mistress of this house. I laid the stones of its ten-times predecessor when Boudicca walked the Isles. You will serve me." These mortals have blasphemed against your purpose and violated your sanctum - but their deaths would be a waste. Satisfying, certainly, to you and your Judge, but a waste nonetheless. You shall bring them under your sway whether they wish it or not, and put an end to the Amkhat.
I want information to see if this guy is just a lucky sorceror or someone dropkicked the artifacts of making things that should not be on his fool hands. The other just kills them depending on rolls, this one cows him (and pisses him off, but only familiarity breeds contempt after gratuitous supernatural violence). Lawyer rule that it's about tracking larger threats to the Judge if his alienness complains (although, since it was the judge that awoke you now for this, it might just piss him off since that's his job).
If he's sufficiently mad, or corrupt, we can easily drop kick him to the afterlife in the next scene - though i'm sure the judge would prefer it anyway whatever the result if it was indeed him making the Amkhat(s).
Also i'm not sure if the other two mortals are in deep - it tracks with cultists without innate magic of their own desperate for a taste, any taste of magic, but it may also track with non-magic research buddies.
If they're just ignorant idiots, lay out the cards that they're in deep shit in the afterlife unless they make immediate amends and spill everything they know, then help destroy their 'pets' (in truth they're probably in deep shit anyway since the nature of the judge means they're probably fucked in a 'not even once' way).
In truth i think the 'best' plan for minimal character pain is just to kill them all and then use 'Secrets Ripped From Skies' to follow any followup clues. But, it's, you know, death by association or cold blooded murder of probable known nothing fools because of bad luck.
[X] "I am the mistress of this house. I laid the stones of its ten-times predecessor when Boudicca walked the Isles. You will serve me."
- Use the third level of the "Dreams of the Dead Gods" imposing Grandeur (Victims gain the Awestruck Condition towards the Risen)
- Demand unquestioning obedience to the divine laws of Uatch-Rekhet and faithful service to Helel as a guide of his will (an attempt to appease the judge)
- - If someone tries to resist us, we will use the first and third levels of Rebuke the Vizier to block amhata in the twilight and prevent Cory from conjuring. We let the others see the futility of his attempts and effectively kill the sorcerer by placing a burning hammer on his body proclaiming his crimes against Uatch-Rekhet.
--- After that, we put a pillar point into dexterity with the help of a hammer and kill Amhata while she is helpless.
- After everything is over, Helel forces them to tell us all the events that happened after Helel disappeared at sea.
[X] "I am Helel of the Rectifier, and today you die." These foolish creatures have stolen and desecrated your home and blasphemed against your Judge. Nothing less than their deaths and that of their creature shall suffice to make amends - and you cannot pretend there will be no vindictive catharsis in the doing.
Time for the about face! The social U-turn! Time to look that Amkhata in its myriad eyes and make it flinch!
Part of controlling the tempo of conversation is being able and willing to disrupt it at the drop of a hat, and now's the perfect time when their greed's bigger than what their mouth can fit.
[X] "I am the mistress of this house. I laid the stones of its ten-times predecessor when Boudicca walked the Isles. You will serve me." These mortals have blasphemed against your purpose and violated your sanctum - but their deaths would be a waste. Satisfying, certainly, to you and your Judge, but a waste nonetheless. You shall bring them under your sway whether they wish it or not, and put an end to the Amkhat.
[X] "I am the mistress of this house. I laid the stones of its ten-times predecessor when Boudicca walked the Isles. You will serve me." These mortals have blasphemed against your purpose and violated your sanctum - but their deaths would be a waste. Satisfying, certainly, to you and your Judge, but a waste nonetheless. You shall bring them under your sway whether they wish it or not, and put an end to the Amkhat.
I decided to divide the utterance according to the degree of usefulness and give my brief comments, but the text turned out to be much larger than I planned, so I leave a link to the document.
I decided to divide all utterance by their level of usefulness. The description of many utterance was abbreviated. Timing the amount of time that a scene, chapter, story takes is taken from the descent table and is not necessarily accurate because the exact time is determined by the master. Le...
Scheduled vote count started by QafianSage on Jun 25, 2022 at 6:24 PM, finished with 22 posts and 11 votes.
[X] "I am the mistress of this house. I laid the stones of its ten-times predecessor when Boudicca walked the Isles. You will serve me." These mortals have blasphemed against your purpose and violated your sanctum - but their deaths would be a waste. Satisfying, certainly, to you and your Judge, but a waste nonetheless. You shall bring them under your sway whether they wish it or not, and put an end to the Amkhat.
[x] "I am Helel of the Rectifier, and today you die." These foolish creatures have stolen and desecrated your home and blasphemed against your Judge. Nothing less than their deaths and that of their creature shall suffice to make amends - and you cannot pretend there will be no vindictive catharsis in the doing.
So, the big book you want to read to get stuff on the Deceived (surprisingly) The Book of the Deceived that one's basically their sourcebook, and goes into a lot of detail on them - though of course it's 1e. If you want some fun actual-play with Deceived, Jakarta by Starlight is great.
I don't believe Shuankhsen have a sourcebook of their own, so the majority of their info is in the 1e and 2e corebooks. Sothis Ascends kind of approaches it side-on by being a sourcebook about the Sothic Turns, and thus addressing to a degree how Shuankhsen and Arisen have related to one another through time.
As to the crossover stuff, the closest thing I can think of off the top of my head is the various Dark Eras books - which also cover Shuankhsen in a similar way to Sothis Ascends.
Can Helel study the affinity and utterance of the deceived? Can she acquire a specialization in occultism in order to study true names, or at least know what information needs to be hidden in order to prevent others from using the magic of names on themselves?
Are affinities from the book Guildhalls of the Deathless available? Can Helel create talismans?
Can Helel study the affinity and utterance of the deceived? Can she acquire a specialization in occultism in order to study true names, or at least know what information needs to be hidden in order to prevent others from using the magic of names on themselves?
Are affinities from the book Guildhalls of the Deathless available? Can Helel create talismans?
She could hypothetically learn Utterances and Affinities in The Book of the Deceived, but not Deceived Guild Affinities - presuming, of course, that she learns about the existence of the Deceived, and finds some source for said studies.
She could gain an Occult specialty in Nomenclature, which would potentially let her use Seba (see in my sig for homebrewed 2e rules for them) - if, again, she learns they exist.
Affinities from Guildhalls of the Deathless to do with the Maa-Kep are available to her, but we'll be editing them to fit into 2e for rules and balance purposes.
She could make a Talisman, but she'd need to learn (or possibly remember) how to do so.
This document contains Utterance and affinities of the Guild and Deceived in the theory of available Helel. And also those rules for crossing mummies with other supernatural beings that I could find.
GUILDHALLS OF THE DEATHLESS Here I will consider Utterance and affinity from the book Guildhalls of the Deathless, which in theory will be available to Helel. I decided to divide all utterance and affinity by their level of usefulness. AFFINITY Level 1 RELIQUARY WELLSPRING Prerequisite: Guild Sta...
Your soul knows the answer. "I am the mistress of this house. I laid the stones of its ten-times predecessor when Boudicca walked the Isles. You will serve me."
There is stillness in the moment after your ultimatum, and into that silence you draw a breath - unneeded, either for your desiccated lungs or these words spoken by the soul - and make your Utterance.
KNOW YOUR PLACE
As you speak the Utterance into being, power rising from your throat as both flame and flower, you watch the eyes of Hannah and George go wide. She gasps, leaning backwards in her chair, while the tones of George's muttered "God in heaven" mingle with the half-song, half-speech of your sorcery. It takes none of your insight into mortal hearts to see theirs quail and shrink from the thought of opposing you.
Cory, though, is made of sterner stuff. Or, perhaps it is better to say that his soul is insufficiently mortal to quail at the revelation of your own deathless glory. Still, even if your Utterance cannot take full hold of his spirit, he himself is still taken enough aback to stumble from his chair, "Mary mother of God" upon his lips.
His beast, though, has no such hesitation.
Chittering in Twilight, the thing leaps toward you, breaching the veil of the physical as it does. Its wings beat the air, filling the room with a foul stench underlaid with the sharp tang of anise - and then it is on you.
You attempt to ward it off with one arm, but its clicking, gnawing mandibles bite and tear through your heavy clothing, exposing your dead flesh before it savages that in turn.
The taste of your Sekhem-animated flesh seems only to encourage the creature, and its assaults redouble. Your corpse-form is insensible, and for that you are grateful - the monstrous wasp-head has half-swallowed your arm by the time you can shove it away. Sahu-flesh comes away in ribbons, dangling from its fanged mandibles. Were you mortal you would be screaming, doubtless insensate.
But you are not mortal. The weight of Fate empowers you. You have a star in your soul, and a star in your hand. Geldbreca ignites with a roar as you swing it, striking like a meteor from the heavens. One of the beast's bulbous, glassy eyes shatters under the hammer's impact along with one mandible. The force carries on to slam into the creature's collarbone and bear it to the ground, legs buckling beneath it.
Out of the shattered eye socket boils a torrential swarm of biting and crawling insects, chittering and keening around you and shaking the air with the buzzing of their innumerable wings. The screams of the humans pierce that buzzing, the three of them wildly beating at their bodies and the swarm as the bugs descend to bite and tear at flesh. You shake some of the crawling vermin away with a sweep of your arm and leave your hammer in the amkhat's body, releasing the handle and letting Gledbreca's supernatural weight trap it against the floor.
You are already growling in frustration when your ears catch the sound of breaking glass and you spot the sorcerer leaping through the second storey window. Your inhuman ears note the sound of branches and leaves crumpling. The other two humans have fallen and are crawling towards you, shielding their faces with their arms, George trying to protect Hannah more than himself.
[Dreams of Dead Gods Tier 3 unleashed; 1 Ren + 1 Sheut spent]
[Successful attack; 5 Bashing damage, reduced by 1 by clothing]
[Helel has taken [/] [/] [/] [/] [] [] [] ]
[Ravenous Feasting procs]
[Successful second attack; 5 Bashing damage]
[Helel has taken [X] [X] [/] [/] [/] [/] [/] ]
[Turn 2: Helel]
[Seal the Flesh; 1 Ren spent; 3B and 1L healed]
[Helel has taken [X] [/] [/] [] [] [] [] ]
[Reinforce Strength to 7; 1 Ren spent]
[Activate Gledbreca; 1 Ba spent]
[Spend 1 Willpower on attack]
[Successful attack; 6 Lethal damage, inflicts Knocked Down]
[Amkhat has taken [X] [X] [X] [X] [X] [X] [] [] and is Knocked Down and Immobilised]
[Amkhat's False Ka power triggers and creates a Swarm Tilt that has a 15 yard radius with the Obscuring (-2 to Perception rolls) and Deadly (Swarm deals lethal damage across its entire area) Tilt Factors to fill the room.]
[Helel has taken [X] [X] [/] [/] [] [] [] ]
[Cory has taken [X] [] [] [] [] [] [] ]
[George has taken [X] [] [] [] [] [] [] [] ]
[Hannah has taken [X] [] [] [] [] [] [] ]
[??? roll to do something]
[Helel reflexive Perception roll]
[Cory dove out the window]
[He rolled Dex + Athletics to negate falling damage and succeeded]
[George and Hannah try to crawl towards Helel]
Amkhata's Turn
Power 4 + Finesse 7 - Defence 6 = 5 dice for amkhat to attack Helel
Amkhata has taken [X] [X] [X] [X] [X] [X] [] [] and is Knocked Down and then reflexively Immobilised by Geldbreca. It will take 2 Fire damage on its next turn unless it can escape.
Helel has taken [X] [X] [/] [/] [] [] [], accounting for Seal the Flesh.
Cory has taken [X] [] [] [] [] [] []
George has taken [X] [] [] [] [] [] [] []
Hannah has taken [X] [] [] [] [] [] []
Cory's Turn
Resolve 2 + Composure 2 + 3 from sorcery - Sekhem 9 - 2 Swarm Tilt = chance die to resist Sybaris
Cory rolled a chance die and rolled a failure. 9. Experiences Unease Sybaris.
Cory attempts something Helel cannot see, calling for a roll. He uses Willpower.
Dex 2 + Athletics 2 + Willpower 3 - 2 Swarm Tilt = 5 dice
Cory rolled 5 dice and got 2 successes. 3 9 6 5 8. He negates all damage, landing in a manicured bush.
Helel gets a reflexive Perception roll to understand what is happening.
Wits 2 + Composure 2 + Ren 5 + Affable Aid 2 - Godsight 1 - 2 Swarm Tilt - 2 Obscuring Factor = 6 dice
Helel rolled 6 dice and got 2 successes. 1 2 5 8 8 1
Hannah
Resolve 2 + Composure 3 - Sekhem 9 - 2 Swarm Tilt = chance die to resist Sybaris
Hannah rolled 1 dice and rolled a failure. 5. Experiences Unease Sybaris.
George
Resolve 3 + Composure 2 - Sekhem 9 - 2 Swarm Tilt = chance die to resist Sybaris
George rolled 1 dice and rolled a failure. 3. Experiences Unease Sybaris.
The Amkhat writhes, keening beneath your hammer. As the swarm buffets you and prevents you from interceding, with a clearly-herculean effort the beast throws off the hammer. More of its flesh cracks as it rises unsteadily. The flames hiss against the flooring as it casts one glassy eye towards you through the clouds of vermin, then flings itself through the window its master crashed through.
Enough of this.
You pick up your hammer as you stride towards the window, the flames warding away the swarm, which is currently flying out of the hole. Your wounds seal in snapping flickers of Sekhem, flesh reweaving itself out of anise and dust.
It is not hard to spot the Amkhat's twisted form as it flees through the sky once you reach the window. You raise your hammer and sing your Utterance to the stars above.
FALL
For a moment, nothing seems to happen. Then the morning star brightens, becoming visible once more in the brightening sky. A bright spear tears a hole in the clouds and for a moment seems to transfix the Amkhat, before the detonation shakes your bones. Shrapnel, trailing smoke, scatters across the earth. Around you, unnatural insects wither and die, falling to the floor like crumpled papers.
"What the fuck…" you hear the woman behind you whisper, as they peer at you around the door. You ignore them. Where is the sorcerer?
You spot him running across the yard, having stumbled and slowed in the wake of your Utterance. On the periphery you also see Danika's car, tearing down the road towards the Hall. You set your booted foot on the window and look back at the mortals. "Stay here. If you run, I will find you," you hiss at the two of them.
The big man shivers and holds Hannah, both of them bearing bleeding bites on their faces and arms. "Yes, okay, we won't", the big man murmurs, arm protectively around Hannah, whose eyes are fixed on your rapidly healing face in terror and compelled awe. Appeased for the moment, you fling yourself out of the window.
You land with grace in the grass beyond the bushes, body bending easily to accept the shock. Cory is still running away from you and you give chase, dashing across the field like a fox after a rabbit. You both are nearly to the tree line when you pounce on him, riding his body to the ground. Rather suddenly things go very strange, as the sorcerer bursts into a scratchy, static filled, half-there shape of something that looks vaguely like a jellyfish depicted through a combination of geometry and splashes of paint suspended in the air. Your hammer strike pulps the skull of the ephemeral image, dispersing it and leaving no sign of the true sorcerer.
Your voice punctuates the sudden end to the chase. "Damn you…," you murmur, nearly crushing Geldbreca's handle in your grip. You stand, bubbling rage in your throat choking off the curses you want to spit. You look around, wondering if your senses are still clouded by a hallucination. Then you hear it, a motorcycle engine, rapidly fading into the distance far faster than you can run. You consider another Utterance…
Round 2
[Turn 1: Amkhat]
[Successful escape roll]
[It flies out the window]
[Swarm does one more Lethal to Helel]
[Helel has taken [X] [X] [X] [/] [/] [] [] ]
[Turn 2: Helel]
[Reflexive shouts at minions and retrieves the hammer, proceeds to the window]
[Helel Casts Meteor]
[Amkhat and Swarm die]
[Helel has taken [X] [X] [] [] [] [] [], accounting for Seal the Flesh ]
[Turn 3: Cory]
[Runs away]
[Attempts to cast magic to hide]
[Succeeds]
…but so be it. He cannot hide from you forever, not when you can rip his secrets from the stars themselves. Better to husband what remains of your strength.
"Hey! Hey, what the hell is going on Elisa?!" Danika shouts at you from the parking lot, as she stands beside her little car, its engine idling, staring at your clearly inhuman form and flaming hammer.
What did you say in a situation like this? "I'll tell you, but I'd rather not shout," you shout back.
From here you can see her eyes are strangely clear, like Gracie's, untouched by Sybaris.
Another Witness? You stride across the field towards her, and as the weak sun bathes your exposed arm and face you feel your Sekhem begin to shift. You restrain a grimace at this unwelcome Descent, the weight of it trying to bow your shoulders.
And yet, as you keep walking, holding Danika in place under your gaze, you feel that weight recede. The relief leaves you unsettled and confused.
When you stop you are standing a fair distance from her, and let the fires of Geldbreca fade. Her eyes rise from the hammer to your partially exposed face. You can see the fear in her face, and in how her hand is white knuckled on the top of the car door, ready to duck back in if she needs to. But she's clear eyed and straight backed in confronting you. "Well, it is rather simple. This Hall has been my home for centuries, and I am reclaiming it from the people who stole it."
"English Heritage?" She asks, with an eyebrow climbing her forehead.
You snort. "Technically, yes. But these people were involved with something strange, and their beast was very real, as you suspected."
Her frown deepens and her hand tightens on the doorframe. "Okay… assuming I believe that. Who are you? Really? What is your name?"
"Elisa Morgan is one of my names. But you may call me Helel," you tell her.
Her face twists through an odd expression. "Seriously?"
You laugh. "Do you recognize it, human?"
"I didn't expect to meet a monster who names herself after Satan this week…," she says, sitting back down in her car with a sigh. "Who might actually be Satan," she mutters under her breath. She looks up and gestures between the two of you. "So… are you going to like, kill me. Or is this reasonable conversation thing going to continue?"
You laugh, some of the tension in your gut snapping. "Keep my secrets and it will continue."
"Oh good," she says drily. Then she raises her hands, as you frown. "Alright, okay. I won't say a thing. I promise. I rather like living."
"Most do," you say without judgement. Honestly it was a practical desire, and one of the ones you best understood among mortals. That thought brings you back to the other two humans you have in your Tomb and your lipless teeth grind. Your efforts have returned your Tomb to your hands and yet you are not satisfied.
You cannot trust these scavengers yet, nor will you tell them about Gracie, and yet your original intent to dominate them still survives through the storm of your inner turmoil. Lying comes easy, so you will fill their ears with what they want to hear.
"Come on, human," you say to Danika, turning and gesturing for her to follow. She does, her footsteps crunching warily behind you, while your mind already runs ahead to your approach with the remaining cultists.
[] Appeal to Fear
Their leader has fled, their monster is slain, and they are in your hands. In one, you bear the flail, in the other the crook. You will teach them their situation, and offer them service or the judgement of the Rectifier.
[] Appeal to Desperation
For all their learning, they are ignorant. They do not know the world into which they have stepped, which spawns such things as you - but for their service, you might deign to grant them guidance.
Authors' Notes: This one took a little longer than usual, as we had to play around with formatting a bit and there was some difficulty with working out exact actions. Nevertheless, it's here now and I have to thank @BungieONI for doing a great deal of the leg-work on getting this out while I dealt with being absolutely fucking exhausted (and possibly a little heat-exhausted?) and @GardenerBriareus for being, as ever, a wonderful ideas guy.
[X] Appeal to Desperation
For all their learning, they are ignorant. They do not know the world into which they have stepped, which spawns such things as you - but for their service, you might deign to grant them guidance.
Fear has a lot of impact right after a potentially deadly situation, but it loses weight as the adrenaline gets purged. What they'll be thinking about weeks from now isn't them being leaderless or scratched up by collateral sorcery, but all the little things they weren't told about. They did not know whose House they slept in, they did not know the hammer's weight, they did not know the stars in the sky can be a punishment.
Irem does not recognise ignorance as a valid reason to trespass and sin, just as the anteater does not care if the ants are blissfully unaware or dreadfully anxious about their fates.
They're already plenty afraid of us, we don't need to hammer that home any more. Instead, let's give them reasons to actually want to follow us, so they don't start looking for ways to flee the country as soon as we take our eyes off of them.