Deathless and Nameless (Mummy: the Curse Quest)

You are describing a difference of 1 or 2 dice as if it will bring about total failure. Attributes at 2 instead of 3 are not incapable, it's a marginal difference of one die. And it's not "anyone in the building will notice us" just because we lack invisibility. Normal stealth matters.

Also if assassin games have taught me anything, it's that you haven't really broken stealth if you can kill people you come across before they can raise the alarm. :grin2: Which our already existing affinities will help with.

I don't agree that the alarm suppression is lost by including other people; there's probably a range limitation, but not everyone in a heist needs to do the same things.



This is a common misconception about social maneuvering: it's not actually that difficult to raise impression mundanely.



You can get to excellent impression by having a decent approach and passing a social roll - something we will be very capable of. Pusher means that we are very good at increasing impression in any of these builds. We will regularly be able to get social maneuvering down to hours, and will be able to sometimes get it to Perfect without magic; Familiar Face speeds things up because it lets us skip prep and do less homework, but we can be very persuasive without it.
I still think that the possibility of infiltrating an enemy's protected territory, metamorph abilities and social skills combine too well to just ignore them. Gather rumors, destroy friendship, pour poison and get caught on camera and this is only a small fraction.
I didn't say that the skill turns off in the presence of other people, it's just that the ability to be invisible only affects the user, nothing prevents the alarm from noticing the rest of the people who came with us.
(and her actions never causes mundane traps or alarms to trigger unless she so desires.)

As for social maneuvering, the search for the vices of the goal alone and then their implementation can stretch indefinitely, because desires can be anything. And with the help of a familiar face, we can immediately proceed to the issue without wasting precious days searching for nonsense for the next politician. In addition, with the help of a familiar face, you can use fleeting chances, for example, a person came for a short time or we need a person to do something immediately and there is no time to fulfill his desires. In the end, our character is a manipulator and a familiar face eliminates one of the main disadvantages of manipulating ,time.
 
We have a Ren affinity which gives us Informed conditions on our social maneuvering targets whenever we raise impression, even if it's just by tempting them or passing a roll to nail an approach. We have another affinity which adds +5 to our investigation rolls. We have a third affinity which give us +2 on persuasion rolls to tempt people into sharing information.

We also have the Pusher merit which means we improve our impression by two steps whenever someone accepts our soft leverage. Which means that any time anyone accepts a bribe (explicit or otherwise) we will get perfect impression without difficulty unless we're starting from poor impression.

I agree that FF is fast, and would be a useful pick. It simply is not the only way to get social maneuvering to take less than a week or even the only way to get it done in one scene.
 
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We have a Ren affinity which gives us Informed conditions on our social maneuvering targets whenever we raise impression, even if it's just by tempting them or passing a roll to nail an approach. We have another affinity which adds +5 to our investigation rolls. We have a third affinity which give us +2 on persuasion rolls to tempt people into sharing information.

We also have the Pusher merit which means we improve our impression by two steps whenever someone accepts our soft leverage. Which means that any time anyone accepts a bribe (explicit or otherwise) we will get perfect impression without difficulty unless we're starting from poor impression.

I agree that FF is fast, and would be a useful pick. It simply is not the only way to get social maneuvering to take less than a week or even the only way to get it done in one scene.
Affinity Ren will actually give us one guaranteed successful throw, which is good, of course, but does not speed up the time of these throws.

Yes, I agree that the investigation will certainly be successful, but it will also take time. But the case does not end with one investigation, then it will be necessary to realize the desire, and this may take an indefinitely long time. And the more influential the character is, the more difficult it will be to fulfill his wishes.

Shouldn't the Pusher raise the relationship only one step, as if we have satisfied a vice? Or in this case, one step is added here from the soft pressure? Do we get two informed states in this case?

Yes, in theory we can create the perfect impression in less than a week, but it's still much more than instantaneous and won't work with everyone. Some may have too specific desires, others we may simply not have the opportunity to meet in the future, sometimes we will need speed.
FF will not just make us a better manipulator, it will allow us, if necessary, to simply turn the board over and demand to do it immediately. It's like giving a craftsman the opportunity to create his own equipment a couple of moves before the battle, which normally takes a week to create.
 
EDIT: That said, it's probably best if things don't get too detailed, just because you don't really have so much info yet. And just describing your ideas would probably be better than putting it into a direct plan.
Is it possible to see an example of building such a plan so that in the future we know how to make voting more convenient?
 
Is it possible to see an example of building such a plan so that in the future we know how to make voting more convenient?
It's not really that relevant at the moment. If we need/want a detailed plan in future, we'll lay out a shape for it at the time. For now a general idea of what you're thinking of will help, because the next update will get a little more into details.
 
Is such a list of ideas suitable?
1. The study of modern information retrieval tools and observer systems, if Helel cannot quickly understand this, then she should spend a pillar point to enhance intelligence.
2. Scout our old cult to find out its contacts, allies, rivals, resources, arrangements, its members, their biographies and abilities. Also try to find out the ideology of the cult, its internal alignment of forces, conflicts.
4. Investigation of the city the main persons of the city, which groups exist in it, how they interact with each other.
5. Intelligence of our contacts in order to find out their virtues, vices, desires, as well as to clarify their allies, opponents, as well as the resources they possess.
6. After contacting them and using the collected information to enlist support for the capture of the tomb.
7. Cover up the traces of your awakening by passing them off as a natural case. Here Helel can use your contacts.

This is not a plan, but rather a list of thoughts, it just seemed to me that it would be clearer what ideas I offer.
 
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Is such a list of ideas suitable?
1. The study of modern information retrieval tools and observer systems, if Helel cannot quickly understand this, then she should spend a pillar point to enhance intelligence.
2. Scout our old cult to find out its contacts, allies, rivals, resources, arrangements, its members, their biographies and abilities. Also try to find out the ideology of the cult, its internal alignment of forces, conflicts.
4. Investigation of the city the main persons of the city, which groups exist in it, how they interact with each other.
5. Intelligence of our contacts in order to find out their virtues, vices, desires, as well as to clarify their allies, opponents, as well as the resources they possess.
6. After contacting them and using the collected information to enlist support for the capture of the tomb.
7. Cover up the traces of your awakening by passing them off as a natural case. Here Helel can use your contacts.
On the next move, when we have this information, it will be possible to conduct divination based on it.
That's a lot of different things you want to do, but there'll be chances to go into that kind of stuff in the future. It won't all be in the next update.
 
Shouldn't the Pusher raise the relationship only one step, as if we have satisfied a vice? Or in this case, one step is added here from the soft pressure? Do we get two informed states in this case?

It raises the impression twice.

Effect: Your character tempts and bribes as second nature. Any time a mark in a Social interaction accepts your soft leverage (Bribes, gifts or other such favors), improve your Impression as if you'd satisfied his Vice as well as moving the Impression up on the chart.

Emphasis mine. Soft leverage always improves your impression once; pusher makes it twice as effective. I suspect since it's only one change that is just more efficient, we'd only get one Informed condition. Pusher also doesn't require you know their vice, just some thing they'd want. It's a great merit.

Anyway, things have slowed down and mostly I just want the hammer, so I'll approval vote for the other plan that gets us there in case anyone's on the fence and likes Godsight now that we know it's Ren-boosted.

[X] No Matter What Obstacles Stand In Our Way
[X] Strike-At-Temptation

[X] …reconnoitering your Tomb and moving to regain control of it. Talk to your Contacts, consider your memories, spy upon the location of your Tomb in western Suffolk. All of these will need to be done.
 
Okay, as voting has slowed down considerably, I think I'm going to be closing it tomorrow. Place your votes or remain silent!
 
Does anyone know what is meant by "sacrificing meaningful memory" in order for Helel to get out of henet? Should a mummy fail a memory degradation test next to our grave? Or should someone destroy a historically significant object?
 
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I looked through the affinities available to us and compiled a list of useful ones in my opinion. Each affinity is assigned a number from 1 to 3, depending on how suitable they are for us.
Affinity costs the same as utterances 4 experience.

1
Entombed Glory. A very useful skill, with the help of it, having spent willpower while in the tomb, we will add our level of Ren (5) to the level of our sekhem. Thus, we will not lose the opportunity to use the higher levels of utterances in the later stages of wakefulness. Great for implementing the "Mistress of Contracts" plan. It will also help when too smart enemies try to ambush us at the end of the wake.

Soul Infusion. It will allow us to steal willpower points 2:1. Given that a lot of abilities draw strength from it, the possibility of its rapid recovery seems priceless.

Familiar Face. For spending willpower on one scene raises the impression from one reasonable to the ideal. This will allow us to make manipulation throws every turn, which will save us a lot of time.

Godsight. Will allow us to recognize almost any supernatural. And with the help of willpower, it is almost guaranteed to recognize any magical effects.
It will give the possibility of a crossover, as well as open up many new opportunities. With our bonuses, even in the inactive state, we will roll 7 dice, and in the active state at least 12.

Death Mask (unavailable requires at least one Ab). In those moments when the mummy has to reveal its true appearance, for example in the case of utterances, it will not do it if it does not want to. This will also allow us not to arouse suspicion with a high sekhem of 10-5. And also not to lose disguise when using pillars (the true essence is visible by the number of moves equal to the rating of the pillar used). Very useful.


2
Wisdom of the Ancients. Allows you to strengthen your mental attribute in the same way as physical ones by spending a pillar point. As long as the ability is active, 3 successes are considered an ideal success.
In espionage, mental skills will not be superfluous.

Opener of the Way. It will make us immune to non-magical alarms and tracking devices. It will allow you to open magical and non-magical doors by spending a point of willpower. It looks quite useful if used wisely.

Amanuensis. It will increase Academics and Expression by the level of Ren (5). It will allow you to speak and read in any languages, even in the coding language. And with the help of spending willpower on one scene, this extends to magical and occult languages and writings. She can extend the understanding of language bestowed by this Closeness (including the ability to spend Willpower) to one of her Heirs, whom she touches or talks to.
The ability will definitely not be superfluous, but despite this, it does not look too necessary yet.

Blessed Panoply. The tomb and the property of the Resurrected One do not rot, do not suffer over time and do not deteriorate from regular use, and she can force herself and any objects she touches to become untouched and clean in a moment of thought. She can improvise tools from even the simplest items, never receives fines for using improvised weapons or tools. When spending willpower, the mummy gets a 9-again quality for any dice rolls using any type of tools. Her clothes and armor always give an extra armor point, even if they usually don't give at all. All dice rolls for damage, cursing, or supernatural destruction of the grave or property of the Rebel become cursed if they are not committed with permission.
Very multifunctional ability.

3
Scorpion Veins. Gives immunity to poisons and diseases, mundane and supernatural, extends to the cultists of the mummy in its immediate presence. By concentrating, the mummy can inflict fatal damage to itself by receiving a portion of poison with a toxicity level equal to Sheut (3). By spending willpower and touching a person, the mummy can reduce the poison level by the rank of its Sheut (3) this causes 3 points of shock damage per turn. In third place due to the fact that the ability is too situational.

Auspicious Mastery. The same as Blessed Soul, but for mental attributes. In the third category, because we don't have a high level of mental attributes, so it's pointless for now.


Retributive Curse (unavailable requires at least one Ka). When spending willpower, it makes the next roll of the opponent's dice cursed (thrown twice, the worst result is taken) If the opponent has inflicted damage to the mummy, it can curse him without wasting willpower. While the mummy is not capable for one reason or another, throws for theft and the use of harm to his body are considered cursed.once a mummy dies, any character or characters directly responsible for the death become cursed. An interesting ability, but too situational.

Divine Countenance (unavailable requires at least one Ab).Allows you to strengthen your social attribute in the same way as physical ones by spending a pillar point. As long as the ability is active, 3 successes are considered an ideal success. In the third rank because we already have quite high social abilities.

Blessed Soul (unavailable requires at least one Ab). For one scene, the stage is blessed by one of the stocks of Social Cubes. (The blessing allows you to roll the dice twice and choose the best score). In the third rank because we already have quite high social abilities.

EDIT:Changing the priority of Death Mask
 
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Does anyone know what is meant by "sacrificing meaningful memory" in order for Helel to get out of henet? Should a mummy fail a memory degradation test next to our grave? Or should someone destroy a historically significant object?
So, the text of this is quite unclear in the book - much to our annoyance - but the way we're interpreting it is basically that an object of great personal significance to someone can be sacrificed to wake Helel.
Death Mask (unavailable requires at least one Ab). In those moments when the mummy has to reveal its true appearance, for example in the case of utterances, it will not do it if it does not want to. In
the case of epic utterances, a waste of willpower point is required. In the third category due to the fact that we don't have a strong need since all our utterances are not epic.
One thing I want to note with regards to this Affinity is that it would let you conceal your creepy undead nature at high Sekhem. At the moment, and until you drop to Sekhem 5, you mostly look like a terrifying corpse-creature to some extent or another; Death Mask lets you hide that, as well as use your Pillars to boost Attributes or Seal the Flesh without revealing that you're a literal walking mummy.
 
At the moment, and until you drop to Sekhem 5, you mostly look like a terrifying corpse-creature to some extent or another; Death Mask lets you hide that, as well as use your Pillars to boost Attributes or Seal the Flesh without revealing that you're a literal walking mummy.
That is, Helel will summon sybaris by her mere presence until her sekhem drops to 5? I also wanted to ask how mummies are reborn if their body is irretrievably destroyed along with the canopic jar, all the heirs are killed, and sadiha is not? How can the dreams of the dead gods help in this case? Can a mummy pass a pillar point through these Utterances?
 
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That is, Helel will summon sybaris by her mere presence until her sekhem drops to 5?
Unless she's all covered up, yes.
I also wanted to ask how mummies are reborn if their body is irretrievably destroyed along with the canopic jar, all the heirs are killed, and sadiha is not? How can the dreams of the dead gods help in this case? Can a mummy pass a pillar point through these Utterances?
In that case, the mummy is dead and cannot be resurrected until the next Sothic Turn revives them. Dreams of Dead Gods could help a mummy keep some kind of presence in the intervening time, keeping their cult alive through driving dreams and such, but they can't come back through it.

The Deceived have powers to bypass even that kind of death, but the Arisen don't.
 
Okay, I was intending to close the vote around now, but we currently have a tie between two plans. I'm going to repost them here, so it's easier for people to see what's involved with each.

[] Strike-At-Temptation
-[] Rebuke the Vizier
Tier 1: Ka • (Potency 3); Tier 2: Ba ••• (Potency 3); Tier 3: Ren ••••• (Potency 3)

  • Tier 1 (Ka 1, Potency 3)
    Create a golden, shimmering barrier over your skin which allows you to oppose any incoming magic with a Clash of Wills, benefiting from this Utterance's Potency, before any standard resistance to the power. With Ka 1, you may double your Ka for the purposes of Clashes of Wills, and permit beneficial magic to pass your barrier without opposition.
  • Tier 2 (Ba 3, Potency 3)
    Choose a target you can perceive, and become aware of all magic or enchantments upon it. You may then choose one such effect to try and destroy with a Clash of Wills, benefiting from this Utterance's Potency. This can't remove fundamental abilities like a vampire's undead animation, but it can cancel ongoing effects, such a vampire's use of Potence. With Ba 3, you may sustain this gaze for up to Ba turns, choosing a new target each turn at your will. You also double your Ba for the purposes of the Clash of Wills this Tier creates.
  • Tier 3 (Ren 5, Potency 3)
    Choose a target you can perceive and a power you have witnessed them use which isn't a fundamental ability. If you succeed in a contest against them, whenever they use that power in the same Chapter, regardless of whether you can perceive them, you are aware of it and can reflexively Clash Wills against them to oppose the power.

    If this Tier is unleashed while the first is active, the golden barrier bursts, forcing any other characters who attempt to use active supernatural powers on anyone but themselves within a wide area around you must succeed on a Clash of Wills against you or fail for Ren + Sekhem turns. With Ren 5, this secondary nullification effect persists for the scene.
-[] Uatch-Rekhet
Called the Rectifier, this Judge presides over those who curse the divine or work ill against the very cosmos (whether metaphorically, by actively inviting ruin or oblivion, or literally, as in the case of dark magic). Such transgressions show what happens when blasphemy becomes reality. It appears as a limestone statue of a hooded figure holding a scroll open with two scaly hands.
--[] 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).
-[] a black-handled hammer.
Relic (•••), Cult (•), Safe Place (•, Gracie's House), Pusher (•), Resources (••, Investments), Library (, Craft), Contacts (, Aldeburgh Book Club, Aldeburgh Town Council).
Durability 3, Size 2, Damage 2, Initiative -2, Structure 4

A hammer with a head of dark iron and a haft of black wood the length of your forearm, its touch sends a faintly feverish heat shivering into your hand. Faintly visible along the handle are swirling patterns of inlay, their lines worn down by long use.

Power: The hammer remembers the heat of its forging, ignoring 1 Durability or physical armor when making attacks, and substituting any need for heat or forging when working metal.

By spending a Pillar point or a point of Willpower, the user may intensify its heat for the scene, causing the air to shimmer about its head. Any damage dealt by the hammer in this state is considered to be fire damage, and any Craft rolls which take advantage of this heat (e.g. beating metal into shape) benefits from the 8-again quality.

Additionally, the hammer is unnaturally heavy unless the one picking it up has 7 Strength or greater, it is too heavy to use effectively. The hammer's owner ignores this, but can use the hammer to pin another character to the ground; this imposes the Immobilised Tilt, and adds the owner's Sheut to the Durability penalty to escape. If the hammer is heated while immobilising a character, that character takes 2 fire damage per round until they escape.

Curse: The hammer also remembers the bitterness and hate of its first master. For the remainder of a Chapter after using the hammer in any roll, or to pin another character, the owner may not improve her Impression towards others, nor have others Impression towards her improved. For the Arisen, this lasts only for a scene, and the Maa-Kep are immune entirely.


[] Helel's smile among the thickets of the first garden
-[] Bound as Fingers in a Fist
Tier 1: Ab • (Subtle); Tier 2: Ren •• (Subtle); Tier 3: Ba •••• (Subtle, Unison)

  • Tier 1 (Ab 1, Subtle)
    Choose up to four other characters you can perceive, as well as yourself; when those characters (and only those characters) partake in a Teamwork action and succeed, all characters involved gain a point of Willpower, so long as the Teamwork action was a meaningful effort (trivial actions don't suffice). With Ab 1, once per chapter when this effect occurs, you may immediately raise the Impression level of all enchanted characters towards one another by 1, including towards yourself. You may leave out this Impression rise in any relationship you choose.

  • Tier 2 (Ren 2, Subtle)
    Enchant a number of amulets or pieces of jewellery up to the higher of your Sekhem or Ren. For the next six days, those wearing the jewellery can all instinctively intuit the others' locations, can telepathically communicate with one another over any distance, have a continuous passive sense of what all the others are doing in rough terms, add +2 to resist any form of mind-altering magic from those outside the network, and may each donate a point of Willpower to each other once per turn. With Ren 2, you may 'listen in' on any telepathic communication cross the network, and may selectively prevent information from being carried across the network, from and to any you choose.
  • Tier 3 (Ba 4, Subtle, Unison)
    Characters within the scene are subtly bound together on a level below thought unless they resist with Resolve; all characters benefit from +1 Impression with regards to one another, and gain 9-again on teamwork rolls. The mummy may freely exclude characters from this effect and reimpose it upon them. Characters not affected by this Utterance apart from the mummy and others who participate in her Unleashing have -1 Impression against those who are affected, as the Utterance amplifies the difference between in-group and out-group. The mummy and any other mummies who participate in the Unleashing gain an additional +1 Impression against those affected, and benefit from 9-again on social rolls against the affected. With Ba 4, the mummy may make social manoeuvring attempts against the affected group without any of them noticing, as they experience her will as an internal desire instead of external orders.
- [] Heraf-Het.
The one called Whose Face Is Behind It has a reputation for being one of the highest of Judges, as it adjudicates transgressions of fine distinction or that require wisdom to assess properly. It looks like a linen-wrapped humanoid with a pair of darkly feathered wings and a featureless oval for a face. When looked upon, its face reveals the faces of loved ones the observer has lost.
- -[] 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.
- [] an album of photographs
Ally (•••, Mayor of Ipswich, Roger Hanning), Cult (•), Safe Place (•, Gracie's House), Pusher (•), Resources (•, Stakes in Ipswich Businesses), Contacts (•••, Ipswich Police Department, Ipswich Mayor's Office, Central Suffolk Media).
 
Switching my vote

[X] Strike-At-Temptation
-[X] Rebuke the Vizier
-[X] Uatch-Rekhet
--[X] Godsight
-[X] a black-handled hammer.
 
0.4 Vote Closed
Switching my vote

[X] Strike-At-Temptation
-[X] Rebuke the Vizier
-[X] Uatch-Rekhet
--[X] Godsight
-[X] a black-handled hammer.
In that case, the vote is closed and Strike-At-Temptation wins, alongside the plan to reconnoiter your old Tomb with a view to recovering it.
Scheduled vote count started by QafianSage on Jun 3, 2022 at 6:30 AM, finished with 44 posts and 10 votes.

  • [X] Strike-At-Temptation
    -[X] Rebuke the Vizier
    -[X] Uatch-Rekhet
    --[X] Godsight
    -[X] a black-handled hammer.
    [X] Helel's smile among the thickets of the first garden
    -[X] Bound as Fingers in a Fist
    - [X] Heraf-Het.
    - -[X] Familiar Face
    - [X] an album of photographs
    [X] …reconnoitering your Tomb and moving to regain control of it. Talk to your Contacts, consider your memories, spy upon the location of your Tomb in western Suffolk. All of these will need to be done
    - [X] Use Bound as Fingers in a Fist to help with reconnoitering
    - [X] Get in close contact with Mer by convincing him to use his influence to help take away the tomb
    - - [X] use the ability of Familiar Face
    - - - [X] hint at the vast possibilities of Helel, and then use sweet promises to win him over to your side (use a Pusher)
    [X] … searching directly for the Keystone; checking newspapers for signs, calling your Contacts, wrestling with the 'computers' Gracie shows to you, and exploring around Ipswich and Colchester in eastern Suffolk.
    [X] …reconnoitering your Tomb and moving to regain control of it. Talk to your Contacts, consider your memories, spy upon the location of your Tomb in western Suffolk. All of these will need to be done
    [X] No Matter What Obstacles Stand In Our Way
    -[X] Bound as Fingers in a Fist
    -[X] An-Hotep
    --[X] Opener of the Way
    -[X] a black-handled hammer.
    [X] Helel's smile among the thickets of the first garden
    [X] No Matter What Obstacles Stand In Our Way
    [X] Strike-At-Temptation
 
How far do we need to be to activate "rebuke the vizier"? Suppose if we, as a sniper, look at a wizard with binoculars, while being away from him on the other side of the city, will we be able to activate the second or third level of utterance on him?
Is it possible to hide the manifestation of our sahu with the help of clothes covering the whole body?
Is it possible to use the second level of "Bounds Fingers in a Fist" on amulets created using "Rise of the Sacred Scarab"?
 
Now that we know exactly who our judge is, I want to ask a few questions about him.
What does our judge like and dislike? Which actions does he approve of and which will cause anger? Is there any celebration in honor of him? What is his sacred animal? How can mortals redeem themselves in his eyes? Does he have a favorite execution for violators of his laws?
 
How far do we need to be to activate "rebuke the vizier"? Suppose if we, as a sniper, look at a wizard with binoculars, while being away from him on the other side of the city, will we be able to activate the second or third level of utterance on him?
Is it possible to hide the manifestation of our sahu with the help of clothes covering the whole body?
Is it possible to use the second level of "Bounds Fingers in a Fist" on amulets created using "Rise of the Sacred Scarab"?
Rebuke the Vizier is perception ranged so if you can see a wizard through binoculars or otherwise perceive them, you can target them with level two and three. However, we've decided you cannot perform "Scry and die" tricks such as opening up a magical window or using CCTV in your lair to view a person in the city overhead and then trying to cast magic upon them through that window.

If you want to do that kind of thing Mummies have options in certain Affinities. I believe there is one that lets you target people whose name you know with certain effects.

You can absolutely hide your monstrous Sahu via wrappings and clothing, though the full body covering and obscuring your face required can be suspicious in certain contexts. Does let you be super ominous though, which can be a neat bonus, and its not necessarily automatically suspicious.

You cannot apply the second level of Bound as Fingers in a Fist to an amulet created using Rite of the Sacred Scarab. They are distinct Utterances, and thus distinct spells which cannot be blended in such a way. However, you can absolutely wear an amulet from Rite of the Sacred Scarab and an amulet from Bound as Fingers in a Fist at the same time and benefit from the effects of both Utterances at the same time. They're just localized in two distinct pieces of jewelry.

Also, Qaf is working on a short codex entry for the Rectifier which'll be up soon.

@QafianSage what does Helel actually look like?
Qaf is also working on an answer for you. :D
 
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Patron Judge: Uatch-Rekhet
Hear the verse of Uatch-Rekhet.

I am the Rectifier, the Reader of the Scroll That Should Not Be Written.

Those who would call the Devourer already defile the halls of existence.

Therefore, I bind my temakh to punish those who invoke She with Teeth of Mountains, or those who study the subtle secrets of destruction.

Uatch-Rekhet is not so terrible to behold as some others of the Judges, but He is utterly implacable. He takes the form of a limestone statue, veiled and hooded, and holding an open scroll in two scaled hands. What is written upon His scroll is unknown, for He has never uttered a single word. Instead, His servants receive His messages in silence rather than speech; He un-speaks, and where His voice does not pass, all magic and mouths are likewise made silent.

The Rectifier is numbered amongst the Judges of the Name, and condemns those who invite oblivion with their actions, who endanger the order of the cosmos, and who delve into what is forbidden for their order to know. He cares nothing for transgressions against the gods mortals venerate in the modern day, nor does he care about the destruction of property, lives or other material things. Instead, His true wrath falls upon those who risk damage to or the destruction of the order of those cosmos: Those who break and damage boundaries between planes of existence, who call up what cannot be put down and, above all, who call upon Ammut the Devourer, making sacrifice to Her all-consuming maw and bartering some fraction of the universal being for temporal power. There are many outer entities for which the Judge has deep enmity, and which He will direct His servants to oppose - the monstrous Black Huriyah who crawl upon the husks of dead stars are one such enemy.

The Judge's attitude towards these kinds of transgressions is overwhelmingly and preemptively punitive. Risk of such destruction is not to be borne, however minor that risk in terms of likelihood or scope. Intention and justification are meaningless to Him; all that matters is what happened, or may happen. Witness or perpetrator are equally guilty, as any might carry away knowledge of how to commit such blasphemy again. He commands his Arisen to claim for themselves record of such magic or knowledge, and to destroy all copies that do not exist in their care, whether they be held on the page or in a sorcerer's mind. It can be permitted for such secrets to exist in the keeping of those under the Judge's direct command, in case the proper order of the world demands their use, but only with the greatest caution and control. Cults to this Judge often become keepers of this terrible lore, concealing and encoding it in ever-more elaborate methods to both preserve it against need, and keep it from unworthy eyes.

In some ways, Uatch-Rekhet can be seen as one of the most comprehensible Judges. His concerns are with the cosmic order as it stands, and those He condemns are its violators and destroyers, or potential violators and destroyers. As mortals generally benefit from this order, or could not exist without it, He could almost be seen as benevolent. Almost.
 
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