Deathless and Nameless (Mummy: the Curse Quest)

Tbh the Inferno tilt is really nasty, it is likely to knock out and kill anyone lingering around without firefighter equipment.
You don't start taking damage for a turn or so, so you can just like, move out of it if you didn't fail the knock down save. NWoD 2e in general is just weirdly averse to direct damage effects for ??? reasons, from what I remember. Guns are more lethal than 99% of attack powers.

At any rate if we're abstracting rather than running the system directly it doesn't matter because 'hit by a falling star' is not going to narratively not hurt people :V
 
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I'll be honest I kinda assumed we were using 1e. @QafianSage are we so system bound as to have to deal with (in my opinion) 2e's completely insane obsession with putting Tilts fucking everywhere instead of, say, just rolling damage? (SRfS is a good example, if you get hit by a goddamn falling star you should not be rolling to avoid getting knocked down, you should be rolling to not die.)

(I have a lot of other problems with 2e, but that's the relevant one)
To add in my own 2 cents to what Qaf has said, we both have issues with a number of the Decisions TM that they made there (Mummies having nonlinear Descents for one, off the top of my head), and there's a great many things we both like from 1e. All of the Deceived stuff for instance.

I definitely agree 2e has Issues. There's already been tweaks to Affable Aid which made it more like its 1e version since the 2e version didn't have enough texture to it (That's the one we have as an example I can pull out since it was a quick to do fix).
 
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So, it looks like Plan: I Beheld, As Lightning is in the lead with eight votes, followed by Plan: Battle Butler with 6. As voting seems to have calmed down, I'll probably close it in a few hours - so vote now or hold your peace!

That said, the next update will probably be slightly slower than the last one, just because I've got a busy day today. Still, shouldn't be too long.

As an aside, I find it deeply amusing that for the moment it looks like you're going to be a snake-related manipulator called Helel. That's hilarious.
 
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0.2 Vote Closed
And with that, we have the next stage of character creation done! The next update won't be up today, and may well not be up tomorrow - because it's my birthday, and I'm taking a bit of a rest - but it should go up soon.
Scheduled vote count started by QafianSage on May 23, 2022 at 7:08 PM, finished with 51 posts and 22 votes.
 
Surprisingly, mummies have utterances that "Awaken the dead." At the third level, provided that the mummy has the 5th level of ren, this will allow for a full-fledged resurrection (without the fifth level of ren, they live for a limited time), just touch the ghost or body parts.
This can be a great way to make someone an eternal debtor, perhaps even some supernatural beings.
 
The preliminary character sheet has been uploaded. There'll be some more on there after the next update, and it'll probably see some revisions (I'd really love to be able to compress the Attribute and Skill sections a bit in terms of length, by doing that thing some Quests do with 'tabs'), but it's there for now.
 
0.3 - Revival
Content Warning: Violence and gore



You can see before your eyes open. You are ablaze with power beyond time and life and death. Your eyes and eyelids are shrivelled husks, but that poses no obstacle. Strength floods through your limbs, and you move in the darkness. Liquid fills your mouth. Water and salt is heavy on your tongue. You reach to the side, and feel stone walls, then up and you find a heavy lid.

Out.

Out! Your instincts and fragmented memory command you. You raise your hands to push against the stone. Its weight resists, but something else as well. Power sings through your arms, and you feel a shoulder-blade crack as it's shoved against the base of the coffin, but there's a muffled, metallic snap, then a second, and then with a grating of stone on stone the lid rises and falls to the side. Your light boils free from the stone pit you lie within, thick like honey around you as you sit up.

You are within your coffin, in an abhorrent metal box full of whirring devices and unfamiliar bottles and tools set on shelving bolted to the walls around you. A distant rumble comes from somewhere behind you.

You are not in your Tomb. Your cult is not supplicated before you.

The water and salt in your lungs boils away on your first breath, escaping as a cloud of steam between the fanged teeth of your corpse-body. You can hear voices, speaking in a tongue you do not recognize. One is through the metal wall behind you, but the other is behind a pair of doors that lie beyond the foot of your coffin.

You raise yourself out of your sarcophagi, hands jerkily pushing you free and legs following after. You cannot stand straight in this prison, bent beneath its roof. It does not impede you. Your prison rattles, wobbling as your steps shake it and when you reach the doors you smash through them.

There is a mortal's scream as your Sekhem forged fist shatters the feeble lock and rips a hole clean through the doors, allowing your radiance to pour through. You grasp the weakened doors by the hole you made and with a twisting of metal and inhuman roar of fury you rip your way free into daylight.

The sun warms your corpse-flesh, and forces you to pause as your eyes adjust, the ground hot and hard beneath your feet. The sky is near perfectly blue.

Screams of utter horror snap your attention to the side and you chase the fleeing mortal. Your voice accuses the desecrator in a wordless howl as you round the side of the van, chasing him towards an open door. The man was already nearly there and that is what allows him to fling himself desperately through the door. He cannot close it however, your golden hand crushing metal as you hold it open. There is another man, shorter, heavier and with lighter hair in the driver's seat. Both stare at you wildly as the van lurches into motion. Its engine peaks as the driver floors the gas.

Wheels spin and metal grinds as you hold the van by the door frame and then rip the passenger door off, reaching for the first man before you. But the van surges forward, smashing your body into the frame, denting it around you as your feet skid upon the road. Then more metal tears and crumples and the van is slowed by your might as you set your feet, cracking the road beneath you. The first man has tried to scramble away from you, climbing onto the driver as they both yell and struggle to get away. The driver kicks open his door and flings himself out to try and flee, unintentionally causing the first man to collapse and flail desperately for freedom.

You grasp the first man by the leg and rip him from the van. Your claws dig into his shoulders and heft him up. He shouts desperate words you do not understand as he beats feebly at your arms. It is terribly easy to toss him to the ground, bones shattering upon it, his blood spilling and staining you, the van, and the road. He dies under your fists, body torn and pulped.

Half-noticed horror flits through your mind before it is burnt away under the power of Sekhem and a rage that rises higher and higher with every passing moment. You stand, scanning the green countryside for the other man. You find him fleeing, limping as fast as he can across the low hills that surround the road, trying to escape this sunlit and blood-stained horror. You round the van's front and feel the weight of your soul's Pillars and know that you can crush this mortal beneath them.

Your first Utterance floods from your soul, shattering the world in its wake.



Choose your Utterance.

-[ ] Secrets Ripped from Skies

FALL

It comes at your word, following your pointed finger. Smashing into the upper atmosphere over the Continent, your wrath is heralded by a roar louder than thunder. An ancient star-iron body is reshaped by the heat of re-entry and becomes a streak of light brighter than lightning. The bright spear leaps across the dome of the sky, visible from Colchester and Ipswich as it crosses the Channel in the blink of an eye.

Between one heartbeat and the next it arcs over the southern horizon and then descends upon the poor mortal. He is struck and obliterated instantly, the hill beneath his feet tossed up and blasted away in a fan of burning material, leaving a crater deep enough to swallow a man and a terrible inferno twenty metres in diameter. Nothing but ash and bone shards will remain.

You turn away and leave it all to burn.

Tier 1: Ba • (Subtle); Tier 2: Sheut ••• (Curse); Tier 3: Ren •••••

  • Tier 1 (Ba 1, Subtle)
    By gazing at the night sky, become perfectly aware of your position in relation to any chosen landmarks, and immune to surprise or ambushes. With Ba 1, you may also ask a limited number of questions about past events in your location, particularly with regards to spent Willpower, Exceptional Successes or characters following Virtues or Vices.

  • Tier 2 (Sheut 3, Curse)
    Retroactively direct a meteor towards a chosen location within one mile, dealing significant damage and creating an inferno in the aftermath. With Sheut 3, you may cause the meteor to break up in the upper atmosphere while its ghost continues on to strike only in Twilight.

  • Tier 3 (Ren 5)
    Glean secrets regarding the past, present or future from the night sky, though often veiled in cryptic symbolism. The stars will not reveal the mummy's history, nor cosmological mysteries such as truths about the Judges, ancient Irem or the nameless gods. With Ren 5, this also provides further insights which can be defined at a point in the future. However, if the mummy unleashes the second Tier in the same scene as she used the Third, she may call down a rain of meteors over an area of Sekhem miles. She and those near her are protected, but otherwise the stars fall as Fate wills.

-[ ] Revelations of Smoke and Flame

ASCEND

Your word transforms your tongue and eyes into flames, flames which burn and writhe across your form as your feet lift from the earth, unbound by gravity. Rings of burning serpent eyes surround you and you can see for miles around, across the countryside, down to the coast, glimpsing the distant sprawl of towns, shimmering glass and steel bright under the sunlight.

As you rise your soul sings a silent song of glory that rings out for miles, impossible to miss for those with the mystical means to recognize it. And then like a falcon your burning form dives upon the fleeing man, your kick shattering his skull in a messy splash of gore. The rest of him is broken and torn to pieces. In moments there are only stains left.

You turn away and rise from the field, feet stained with blood.

Tier 1: Sheut •; Tier 2: Ab ••• (Epic); Tier 3: Ba ••••• (Epic)

  • Tier 1 (Sheut 1)
    Conjure a large cloud of ashes and cloying incense-smoke to obscure sight and cause slow damage by smoke inhalation. This cloud acts as an extension of your sense of touch, and may move with you or not at your will, and extends into Twilight. With Sheut 1, you may use the smoke as an extension of your will, allowing you to move objects with a Strength and Dexterity equal to your Sheut pillar. You also gain a limited number of attacks you can make with the smoke, as blasts of scouring ashes and embers, and may spend Willpower to gain more uses.

  • Tier 2 (Ab 3, Epic)
    Enchant yourself with wings and eyes of flame, enhancing your vision, allowing you to project your voice up to a mile and make yourself understood regardless of language, and making yourself capable of flight. With Ab 3, you become truly resplendent to behold, an icon of smouldering, alien glory which enthrals mortals and enhance's your cult's fervour.

  • Tier 3 (Ba 5, Epic)
    Burn your body away into Twilight, while a pillar of blazing flame takes its place in the physical world; a deadly danger to mummies of all kinds, while you are safe from much damage. In combination with the other Tiers, you may instead become a larger pillar of smoke (with Tier 1), project a non-damaging beam of ghostly flame up and down from your form and fly at much greater speed (Tier 2) or, with all three Tiers unleashed together, you may retain your physical form within the fire, and gain the other combination effects at your will. With Ba 5, you may sustain this blazing state for the remainder of the Chapter, not only the scene, and any characters attempting to follow the pillar or use its light to navigate to a new location gain a variety of bonuses.

-[ ] Blessed is the God-King

BLESSED BE MY NAME

At your words your corpse-flesh twists and writhes with glorious power and light. A many headed flail of pure golden Sekhem coalesces in one hand as your body swells to a towering height. An errant twitch crushes and shreds the front of the van in a shower of sparks and tearing metal, and a scream howls from your serpent headed form as your cobra hood flares. The weight of your soul presses upon reality for miles, its sovereignty impossible to miss for those with the magical means to recognize it.

You leap, faster than a striking snake, across the road and into the hills. The driver has no time to turn and only a moment to recognize your shadow descending upon him. Your flail smashes him to the ground and in your blind fury it tears through his flesh. Again and again the flail rises and falls, until he is a bloodstained ruin laying in a scar of torn earth and broken rock.

You stop then and turn away, shaking blood and steaming viscera from your flail.

Tier 1: Ren • (Subtle); Tier 2: Ab ••• (Subtle); Tier 3: Defining ••••• (Epic)

  • Tier 1 (Ren 1, Subtle)
Choose a single dice pool, and gain the ability to apply the Rote quality (re-roll all failed dice once) to one roll with that pool, either before or after you roll. This tier may only be used once per scene. With Ren 1, it may be used twice per scene.

  • Tier 2 (Ab 3, Subtle)
    Bless a mortal who can see you; for the remainder of the story when that mortal spends Willpower, they may roll their pool twice and choose the better result. If the blessed mortal is one of your cultists, they also gain 9-again and gain exceptional success on 3 successes instead of 5 on such pools. With Ab 3, you may bless all mortals who can perceive you, excluding some at your will, though the blessing then only applies to the first roll on which each individual spends Willpower.

  • Tier 3 (Defining 5, Epic)
    Unleash the power of your Judge or Decree through your own form, becoming an avatar of true divinity for the scene. You physically transform, your Attributes are enhanced, you treat your Sekhem as 10 for the purposes of boosting Attributes, you may manifest a divine weapon at your will, taking a hostile act against you requires a person to spend Willpower the first time, and you may cancel this transformation to reduce all damage from a single source to 1. You may also extend a lesser version of this empowerment to your Inheritors in the scene invested with your Defining Pillar. If your Defining Pillar (Ren) is at 5, you also reduce the cost of a single Utterance by 1 point, once per round.

-[ ] Awaken the Dead

SERVE

At your word Sekhem flows into the beaten corpse behind you and forces it to its feet. It growls, wounds cease to bleed as your power and will plugs them, and leaps atop the van. The roof dents and the van rocks under his feet as the once-man lets free a Sekhem infused howl and leaps after his former comrade.

You follow slowly as your Thrall chases down the driver. The man gives one final scream as his friend descends upon him and attacks with the frenzy of the Lifeless. The driver dies quickly, blood and offal splattering the hillsides. When its task is done you are there, and rip the life from your Thrall, tossing it back towards the road where it lands and lies still once more.

You turn away, leaving the bodies behind.

Tier 1: Ba • (Subtle); Tier 2: Sheut ••• (Curse); Tier 3: Ren •••••

  • Tier 1 (Ba 1, Subtle)
    You may question a corpse about a specific subject, learning what it knew in life through flashes of its memories. With Ba 1, you may ask questions on any subject, rather than only one.

  • Tier 2 (Sheut 3, Curse)
    You may awaken a corpse as a Lifeless, undead thrall. Such creatures are largely mindless save for their hunger for living flesh and cannot normally heal, but have immense strength and can be commanded by the mummy or her Inheritors, if she chooses to grant that authority. With Sheut 3, the mummy way awaken up to Sheut Lifeless thralls with one unleashing, spend a point of Willpower to restore the health of a thrall she can see to full, and if she unleashes this as a death curse, she may cause all corpses within a mile to awaken as undirected, uncontrolled thralls.

  • Tier 3 (Ren 5)
    By touching the remains or ghost of a dead human or animal and calling their name aloud, the mummy recalls them to life with all wounds healed and, if she wishes, wrapped in either traditional funerary linens or the clothes they wore at their death. They are truly alive, but this lasts only for the story before they crumble to dust. This Utterance cannot be used on the same character twice. With Ren 5, this resurrection is permanent, but the Utterance still cannot be used on the same character again.

Please also vote upon your desired arrangement of Pillars. This synergizes with Utterances, as Utterances fall into one of two pillar arrangement categories: 1/3/5 or 1/2/4.

Furthermore, each Soul Affinity is associated with a given Pillar and one must have at least one point in an Affinity's associated Pillar to pick that Soul Affinity. (E.g In order to pick the Ba Soul Affinity, Chariot of Judgement, one must have one point of Ba)


-[ ] 5, 3, 1
--[ ] Ren, second pillar, third pillar

-[ ] 4, 2, 1, 1, 1
--[ ] Ren, second pillar, third pillar, fourth pillar, fifth pillar



You blink, the stink of blood and leaking petrol thick in your nose. A heavy weight bears down on your shoulder and you realise you are carrying your sarcophagus.

What happened?

You are not in your home. Where are my people?

You remembered battle, burning your Sekhem to fortify your body, until even that gave out and you fell. The Keystone before you.

But now you are standing on a road in… Suffolk. Somewhere in your chosen homeland. Not on the Continent, not deep within a pit of occult horror and human cruelty. Before you, just down the road is a small car, someone frozen in terror behind the wheel.

You turn slightly, glancing over your shoulder and see the wreckage behind you.

A mangled van leaking petrol sits forlornly in the middle of the road, back doors ripped open and damage spread across it. To the north and your left lies more destruction, something terrible unleashed upon the hills. You can recognize the signs of your own power, scarred into the landscape.

A body lies pulped and torn near the wreck, blood mingling with the roadway. For an instant he is overlaid with another body in another time, bullet-torn British fatigues stained by blood and motor oil as he lays over a tank's tread.

Then the memory is gone, half-recalled, and he is just a man on a random English backroad in the aftermath of your awakening.

"Oh," you mutter. The answer to your first question is clear enough. A vague guilt bubbles quietly in your breast.

You are about to turn away when a sudden and terrible thought has you afraid you might have killed your own people, the fear seizing your unbeating heart, and you look at the man again. It takes a long moment to reassure yourself that you do not recognize him, and he wears no signs or symbols of your followers.

A weak relief washes through you and you step away, turning to walk down the road, towards the car. The day is bright with few clouds in the sky. It feels like a rare clear summer morning. You're not entirely sure where you are, aside from Suffolk, but a town should be close by and finding your people and tomb from there will be much easier.

You look up as you close with the car, half-expecting the driver to attempt to run you over - that has happened before - or to try and flee. Instead they remain still, the old woman in the driver's seat staring out at you. Unusual, but not unwelcome. As you approach, though, the lines of her face strike a chord of memory. A much younger woman, nearly a girl, clutching a Garand as she crouched behind a broken concrete pillar. Stained with grit and oil, as you and all your followers were.

You set the sarcophagus on its end in the road, holding the lid closed, and turn to the woman in the car. She still has not attempted to flee, but is looking at you with eyes wide. You loosen your tongue, tasting anise and salt and dust. "Step out of the automobile," you say, "And you will live."

The woman scrambles to obey, opening the door and almost stumbling as she climbs out. "M-my lady," she says, her voice cracking with emotion. "D-do you remember me?"

Your eyes narrow; a habit more than any necessity of focus. Threads of memory remain. Your high priest, Alexander Ferrin, introducing you to three new members of your following. One, whose name is mist, deserted your cause in Vichy France. One, Ferdinand Perry, was gunned down by the Wehrmacht. And a third…

"I remember you, Gracie May-Wells. You helped…"

-[ ] "…August Palmer." Memories flow like honey. The slight, careful man whose words were like fire underground. A champion of unions and the working man, who forged chains of solidarity beneath the notice of bosses and overseers, until it was too late for them to do anything but capitulate or call for guns.

Helel's Cult was a Conspiracy, a distributed web of union cells and labour organisations who could nevertheless unite when needed. Most didn't know that they worked for anything more than their own rights and those of their fellows, but they were prepared to do what needed to be done. By default, her future Cults will be built along similar lines, focusing on Grasp; the capability of an organisation to act directly and without regard for legal channels of action.

-[ ] "…Sophia Kinney." Memories run like molten gold. The blazing mind of she who spoke finance as a second language and wove money like the finest thread. Brilliant, dedicated and faithful, it was under her auspices that your followers had grown wealthy and powerful, accepted by the world - though their devotions were kept secret.

Helel's Cult was an Enterprise, a conglomerate of shipping interests, law firms and weapons manufacturers which provided no small amount of wealth and influence in their day, and whose leadership cadre were faithful servants of the mummy. Given time, she will likely work towards restoring this kind of model, focusing on Reach; the capability of an organisation to act indirectly, through manipulation of legal means and the exertion of more subtle influence.

-[ ] "...the Reverend Caleb Hopkins." Memories shine like dust in sunlight. The subtle arguments and fiery sermons that drew the village to your banner. From cradle to grave they were yours, and knew that a living goddess slept beneath their soil. Outsiders noticed little but odd windows in the church, but your people had their ways both legal and otherwise to serve your will.

Helel's Cult was a Tribe, a village suborned to her will. They lived lives of their own, but their faith was given to her and her protection, and in return she received their service. Her preference will be for this kind of tribal, direct control of her followers, with an equal focus on both Reach and Grasp, opting for a middle road, but less of either.



As an Usheb Decree, you have one extra Attribute Dot which may go into Manipulation or Intelligence. Choose from one of the Attribute Distributions below.

-[ ] Attribute Distribution
--[ ] Presence 4, Manipulation 3, Intelligence 2
--[ ] Presence 3, Manipulation 4, Intelligence 2
--[ ] Presence 3, Manipulation 3, Intelligence 3

Finally, as an Usheb, you gain access to one Ren Soul Affinity, chosen from the list below.

-[ ] Amanuensis

Effect: From understanding the name of her own soul, the mummy's comprehension overflows into the rivers and tributaries of speech and writing.

  • The mummy adds her Ren rating to her Academics and Expression rolls.
  • The mummy understands any mortal language she encounters, speaking and writing the language of any person or text present. This extends to technical or professional formats, such as coding languages. By spending a Willpower point, she may also extend it to occult or magic languages, such as that of spirits, for the remainder of the scene.
  • The Arisen may extend the language comprehension granted by this Affinity (including the ability to spend Willpower) to one of her Inheritors she is touching or speaking to. She may revoke this privilege at will, and it is automatically lost if the Inheritor loses all invested Pillar points. She may bless up to her Ren characters this way.

-[ ] Blessed Panoply

Effect: The mummy's possessions are a part of her identity, and therefore share in the preserving power of her eternal name.

  • The Arisen's tomb and possessions neither rot, suffer from the passage of time, nor degrade from regular use.
  • As an Instant action, the mummy may will herself and objects she touches to become pristine and clean.
  • The mummy ignores all penalties due to improvised weapons or tools.
  • The mummy's clothes and armor offer an additional point of general and ballistic armor, even if they would usually grant none at all.
  • All dice rolls to damage, curse, or supernaturally ruin the Arisen's tomb or possessions become Blighted Actions, unless perpetrated with the Arisen's permission.
  • As an Instant action, the mummy may spend 1 Willpower and impart the power of her name to a tool, vehicle, weapon or workshop she owns. For the scene or a specific Extended action chosen when this effect is activated, or until she uses this effect again, she gains the 9-again quality on all rolls using the designated object.

-[ ] Enlightened Senses

Effect:The mummy's senses extend beyond the mortal, revealing terror and beauty unseen by the living masses.

  • The mummy adds her Ren rating to her Perception, Craft and Investigation rolls.
  • The mummy's steady hands and keen eyes reduce range and concealment penalties when firing a weapon by her Ren.
  • The mummy is never surprised by an ambush or surprise attack.
  • The mummy can both perceive and physically interact with beings in the spiritual and ghostly frequencies of Twilight, and can harm them with her unarmed attacks.

-[ ] Familiar Face

Effect: The Arisen is welcomed as a friend in even the most distant lands.

By spending a Willpower point, the Arisen improves her Impression level with a single mortal by a number of steps equal to her Ren rating for the remainder of the scene, making her seem friendlier and familiar. If used on a character with whom the Arisen has no meaningful preexisting relationship, the target believes the Arisen to be an old acquaintance of positive nature, with a good history together that the target has trouble recalling just at this moment.

-[ ] Godsight

Effect: The mummy's sight is attuned to the cosmic mysteries of the World of Darkness - often providing more questions than answers, true, but insight remains valuable.

  • Upon seeing another being with a Supernatural Tolerance rating, the mummy can perceive the radiance of their soul, allowing her to judge their rough power in relation to her own. If the being is disguising its nature (e.g. a mummy in human form, a ghost using Mortal Mask, a werewolf in human form, a vampire using the Blush of Life), this requires a successful perception roll.
  • By spending a Willpower point, the mummy truly opens her eyes to the mystical, suffering a -1 penalty to all perception rolls targeting mundane or physical things, but adding her Ren rating to Clash of Wills dice pools to penetrate supernatural obfuscation, concealment, illusion, or misdirection for the scene.

    In this state, occult events and entities conflate her senses in distinctive patterns of synesthesia, showing her how observed magic works. These hallucinations grant reflexive perception checks using Wits + Occult to notice supernatural beings and phenomena, including ongoing effects of supernatural powers, and she may make an Intelligence + Occult + Ren roll as an Action to examine such effects. Apply a penalty of –1 for simple or common effects, –3 for most effects, and –5 for rare or complex effects. If successful, her player learns a basic synopsis of what she just witnessed. If the mummy successfully examines a magical Condition or Tilt, she learns its Resolution conditions as well.

    For example, upon encountering a vampire, a mummy might smell the strong scent of blood, hear distant screams and intuit that her quarry is a bloodthirsty undead monster. If the vampire later used a power to exert superhuman strength, the mummy would get a chance to spot the power use (and her player would learn the basic mechanics of what the power does).

-[ ] Radiant Life Force

Effect: The Arisen's name is a secret beacon of lifeforce, sharing some small measure of its immortality with those around her.

  • The mummy adds her Ren rating to her Medicine rolls, and she may stabilise a character bleeding out as an unrolled Reflexive action. This requires touch for most characters, and that she be able to perceive the target if they are an Inheritor.
  • The natural healing rates of living beings present in the scene progress twice as fast as normal; the Arisen's own cultists also heal an additional point of bashing damage per turn while in her presence, if she chooses to permit it.
  • Finally, the mummy may spend a Willpower point as an instant action to end a single mental or spiritual Condition affecting her. Ending a Condition in this way does not earn a Beat for resolution. If the Condition was imposed by magic, she must roll a Clash of Wills against the source and, on a failure, cannot attempt to do this against the same Condition for the scene.

-[ ] Soul Threads

Effect: The name of the soul describes its relations to others, a secret formula describing a person's place in the universe.

The Arisen may spend a Willpower point to forge a mystical connection to any character of her choice she can see. So long as this connection remains, she is aware of the target's exact location relative to herself, their general condition - including whether they suffer damage or physical Conditions or Tilts - and their general emotional state. She always knows whether the character is aware of her own presence in a scene, and adds her Ren rating to dice pools to avoid the character's notice.

The Arisen also adds her Ren rating to dice pools to reach the location of a threaded character, including working her way past obstacles, avoiding security, or finding a viable path.

Once forged, a soul thread remains until the end of the story or until the Arisen chooses to end it. The mummy can maintain a number of soul threads at a time equal to twice her Ren rating.




Votes are collected here for convenience's sake.

-[ ] Secrets Ripped from Skies
-[ ] Revelations of Smoke and Flame
-[ ] Blessed is the God-King
-[ ] Awaken the Dead

-[ ] 5, 3, 1
--[ ] Ren, second pillar, third pillar
-[ ] 4, 2, 1, 1, 1
--[ ] Ren, second pillar, third pillar, fourth pillar, fifth pillar

The votes in this update are a Plan vote, like so:

[ ] Plan: name
-[ ] Utterance
-[ ] Pillar Distribution
--[ ] Pillar sub-vote
-[ ] Cult Role
-[ ] Attribute Distribution
--[ ] Attribute sub-vote
-[ ] Decree Soul Affinity



Authors' Notes: This update is primarily owed to @BungieONI , as I had a mix of birthday and illness which meant I took a bit of a back seat.

Also, first update where we get to really see what mummies can do when they let loose! Also an excellent demonstration of the way that high-Sekhem/low-Memory Mummies make problems for their future selves. Arising with 0 Memory for the first scene is a hell of a drug, kids!
 
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Formatting is the devil's work.

But! Behold! Helel is grouchy when she wakes up!
 
Okay, there are way too many options for me to sort through all that right now. All I know at this point is that I want that union cult because I think it's hilarious.
 
Okay, there are way too many options for me to sort through all that right now. All I know at this point is that I want that union cult because I think it's hilarious.
Hopefully this is about as complex as it ever gets. That said, if anyone has questions feel free to ask! I'll be keeping an eye on the thread so I can answer them.
 
[X]Mistress of Transactions
- [X]The Awakening of the Dead
-[X] 5, 3, 1
--[X] Ren, Sheut, Ba
-[X] "…August Palmer."
-[X] Presence 3, Manipulation 3, Intelligence 3
-[X] Godsight

The idea is that Helela searches for supernatural beings from other lines with the help of a cult, scouts information and eventually offers a deal to resurrect a person in exchange for service or another equivalent that she desires.
As far as I know, mummies are the only ones who can so freely resurrect people (especially the long-dead) and thus we can take on the hook really strong supernatural beings.
But we will have to carefully choose the judge we will serve. Some of them really do not like interfering in the mysteries of life and death, and even those judges who look at it more loyally are unlikely to tolerate a whole crowd of resurrections, so it should be a very precise tool.
But in return, we can get a powerful servant who can help the cult during our sleep, as well as access to communities of supernatural beings who value artifacts not as much as mummies, which means you can bargain with them.
 
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[X]Mistress of Transactions
- [X]The Awakening of the Dead
-[X] 5, 3, 1
--[X] Ren, Sheut, Ba
-[X] "…August Palmer."
-[X] Presence 3, Manipulation 3, Intelligence 3
-[X] Godsight

this looks like a fun concept, really leaning into the Kyuubi aspect stemming from Affable Aid.
 
[X] Plan: The Spy Who Smote Me
-[X] Secrets Ripped From Skies
-[X] 5, 3, 1
--[X] Ren 5, Sheut 3, Ba 1
-[X] "...August Palmer."
-[X] Presence 3, Manipulation 4, Intelligence 2
-[X] Enlightened Senses

Maa-Kep are spies, manipulators, fixers, conspirators, and overseers. Let's be good at that.

I don't really want to try to turn Helel back into a mental character via a backdoor and spread our dots too thin. Godsight requires Intelligence, Wits, and Occult to function decently. Enlightened Senses and SRFS both give us good investigative angles that don't rely on a build we don't have, and Manipulation 4 is a powerful, flexible base for our social primary dots. The pillar distribution I set up mostly to maximize the benefit of SRFS, though I also just like Sheut in general.

Also reading fate is cool because there's so much weird good metaphysical shit in Mummy.
 
[X] Plan: The Spy Who Smote Me
-[X] Secrets Ripped From Skies
-[X] 5, 3, 1
--[X] Ren 5, Sheut 3, Ba 1
-[X] "...August Palmer."
-[X] Presence 3, Manipulation 4, Intelligence 2
-[X] Enlightened Senses
 
For Maa-Kep, intelligence is no less important than manipulation. In the end, there will always be someone who wants to manipulate them.
Godsight in this build is necessary in order to track supernatural beings, recognizing their power.
I agree that Secrets plucked from heaven are good, but not like Waking the Dead. Every supernatural being has predictions and flashes of flame. Magicians even have a separate arcane of fate, which deals with the epiphany of the future. But literally no creature faction has a resurrection (unless you gain the highest power levels).
Thus, the Mistress of Transactions plan will allow us to establish contact with other lines with a unique product in our hands. Even if you look only from the point of view of sekhem vessels, discarding other advantages (and there are many of them). That is, in exchange for the resurrection of a long-dead loved one, we can get a lot of vessels.
At that time, if we go the usual way, we will have to compete with a large number of mummies who are not inferior, and in the worst case, superior to us. And even if we succeed in this race, we will get crumbs from what we could get from bidding.
 
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All of the attributes are useful. I'm not saying Intelligence is less important than Manipulation in general. I'm saying there was already a vote that set our priorities at social primary and mental tertiary, and there are benefits to specialization.
 
[X] Plan: The Nameless Lawfirm
-[X] Secrets Ripped From Skies
-[X] 5, 3, 1
--[X] Ren 5, Sheut 3, Ba 1
-[X] "…Sophia Kinney."
-[X] Presence 3, Manipulation 4, Intelligence 2
-[X] Enlightened Senses

As Potato Anarchy said, we should play to our strengths, and his plan is good, but I'd prefer going with the corporate option on the cult.
 
[X]Mistress of Transactions
- [X]The Awakening of the Dead
-[X] 5, 3, 1
--[X] Ren, Sheut, Ba
-[X] "…August Palmer."
-[X] Presence 3, Manipulation 3, Intelligence 3
-[X] Godsight
 
[X] Plan: The Nameless Lawfirm
-[X] Secrets Ripped From Skies
-[X] 5, 3, 1
--[X] Ren 5, Sheut 3, Ba 1
-[X] "…Sophia Kinney."
-[X] Presence 3, Manipulation 4, Intelligence 2
-[X] Enlightened Senses
 
[X]Mistress of Transactions
- [X]The Awakening of the Dead
-[X] 5, 3, 1
--[X] Ren, Sheut, Ba
-[X] "…August Palmer."
-[X] Presence 3, Manipulation 3, Intelligence 3
-[X] Godsight
 
[X]Plan: Manipulative Mistress of Transactions
- [X]The Awakening of the Dead
-[X] 5, 3, 1
--[X] Ren, Sheut, Ba
-[X] "…August Palmer."
-[X] Presence 3, Manipulation 4, Intelligence 2
-[X] Godsight

[X] Plan: The Spy Who Smote Me
-[X] Secrets Ripped From Skies
-[X] 5, 3, 1
--[X] Ren 5, Sheut 3, Ba 1
-[X] "...August Palmer."
-[X] Presence 3, Manipulation 4, Intelligence 2
-[X] Enlightened Senses

Let's save some points for Wits or Resolve, since both will be important and Mental Attributes are tertiary...

E: And an approval vote dropped.
 
I should probably clarify: you don't have a lot of flex left in your Mental attributes because Mental was set at tertiary. If you go for Intelligence 2 or 3, your Wits and Resolve will remain at 2. You have more flex in Social because it was chosen as your Primary.

A clarification on skill pools as well, Wits + Empathy is the "Figure out someone or something is lying to you/detect deception" pool (generally speaking). As Social was your main chosen focus and Maa-Kep your Guild, you're going to have a high Empathy score along with Affable Aid.
 
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[X] Return of the Queen
-[X] Blessed is the God-King
-[X] 5, 3, 1
--[X] Ren 5, Ab 3, Ba 1
-[X] "...the Reverend Caleb Hopkins."
-[X] Presence 4, Manipulation 3, Intelligence 2
-[X] Blessed Panoply
 
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