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Post by Tyrrhenus on Dec 26, 2011 0:03:19 GMT -5
A Mummy is a combination of the body and the soul of a mortal and a tem-akh (an ancient soul). The mortal must fulfill two conditions to be able to be a mummy- they must be dead (at which point they are obviously brought back to life), and in life they must have had a tragic flaw in life- a hamartia- that prevented them from living their life to their fullest. A hamartia could be an addiction, a weakness, a vice or an incomplete goal. The tem-akh is the remnant of an ancient and powerful Egyptian soul which senses the weaknesses in a mortal and joins them to help them overcome these weaknesses. It approaches a person at the moment of death and offers them a chance at rebirth. The chance can be refused, but it is usually accepted. If the mortal accepts, the tem-akh tears away the weakest part of their soul and takes its’ place. This begins the Hajj (pilgrimage)- in which they try to come to come to terms with their death and the fact that they now have 2 souls. During this time, the mummy is not f. ully a mummy, and its’ 2 souls are not completely united- especially in terms of language Once the corpse returns to life, as part of the Hajj the tem-akh directs them to one of a variety of cults who are constantly searching for these reborn beings. These cults turn the body into a mummy, while the spirit undergoes a test of worthiness. Assuming the soul does not fail and is consumed, the soul returns to the body. Mummies have a spiritual power source known as Sekhem which allows them to use their abilities. A mummy may die, but once it gathers enough Sekhem it may return to life. Sekhem is drawn from the Web of Faith- essentially, mummy ley lines. It can also be drawn from certain artifacts. Mummies act in opposition to Apophis and his mummies (known as bane mummies or Asekh-sen, which never undergo judgment and can raise mini-mummies known as ifrits). Apophis is an entity of chaos who stands opposed to Ma’at (justice). Various cults are involved in the creation of mummies.
Children of Isis: view mummies as chosen of the gods, teach them sorcery, nurturing and protective but can be jealous and overprotective, often expect favors in return for help Children of Osiris: Includes many former vampires, very dedicated to Osiris, compassionate and sympathetic to the mummies due to their understanding of the harshness of immortality, teach mummies to fight their interior darkness Shemsu-heru: Followers of Horus, passionate, often oppose local Muslim purists, others are concerned that Horus and his followers will try to overthrow Osiris Eset-a: When Osiris was torn apart and his body parts spread about the Eset-a believe that some of his Sekhem was left behind, they seek it to resurrect Osiris on the material plane, try to reclaim relics from these areas at any cost Ashukhi: Large but moral corporation dedicated to gathering wealth and power which will be transferred to Osiris upon his return Shuankhsen- The Lifeless: Mummies who aren’t properly alive and have not undergone judgment, less of a coherent group and more of a classification, rare
Mummies (referred to here after as Amenti) are made into one of 6 types based on the type of tem-akh that they fuse with and who they were prior to death. These groups are listed below, along with a description of their Hajj, their Third Life (after being made a complete Amenti), their views and alliances (what cult generally leads to their creation), their purpose in the battle for justice (Ma’at), their primary Hekau (magic path), and their weakness.
• Tomb Watcher (Kher-minu) o Description: Usually joins with self-destructive and hedonistic people who did not defend their body, generally obsessed with beauty and self-preservation o Hajj: May speak enough to communicate with the mortal, tem-akh tries to visit mortal remains if possible o Third Life: Becomes very cautious and protective of self first, but also tries to act as a defender or guard of the living and/or dead o Views/Alliances: Many are drawn to the Shemsu-heru, but the more fanatical go to the Eset-a o Purpose: Defending Self- during every turn the mummy is attacked, they have a dice pool equal to their balance rating to use on defensive actions o Primary Hekau: Amulets o Liability: Must make a willpower role to do something dangerous (difficulty set by a mod) • Scroll Bearers (Khri-habi) o Description: Tem-akh tends to be wise and a good leader and were often priests or nobles, seek out weak-willed/unintelligent people o Hajj: Usually the best at finding a safe way home o Third Life: Becomes more active and decisive, develops a will, thinks for self, feels responsible for others o Views/Alliances: Usually joins the Cult of Isis or the Shemsu-heru o Purpose: Spirit Self- At sunrise, the Amenti gains a number of die equal to their dice pool to use for healing themselves or others o Primary Hekau: Alchemy o Liability: Have to exert control on the mortal, +2 difficult to Perception/Wits checks and -2 to initiative • Night Suns (Mesektet) o Description: Tem-akhs had once ignored the mortal world, but were reminded of it when Apophis struck, wish to redeem themselves and protect ma’at, strong sense of duty, bind with deceitful people and liars, very weak during the night o Hajj: Can only travel by day in this form so very slow o Third Life: Both parts seek redemption, try to use their powers to predict and alter the future, realize that sometimes they end up becoming adored as gods and seen as omniscient (which they generally don’t want) so they become cryptic guides rather than leaders o Views/Alliances: Shemsu-heru and Children of Osiris o Purpose: Eternal/Perfect Self- Each day the Amenti has re-roll dice equal to their balance rating to apply to a re-roll on any task they just attempted, can be done any number of times until pool is exhausted, must take the last result o Primary Hekau: Celestial o Liability: -2 to all dice pools at night • Spirit Scepters (Sakhmu) o Description: Tem-akh is highly creative and seeks out boring/self-centered people, makes them creative and spiritual o Hajj: Related to embalming and mummifications, so it has none of the main problems the undead have o Third Life: Creative, art for a spiritual purpose o Views/Alliances: Cult of Isis, Shemsu-heru, Ashukhi Corporation o Purpose: Shining Self- Amenti may re-roll any Awareness or art based skill using their balance skill, they must take this new reult o Primary Hekau: Effigy o Liability: +2 difficulty to all stealth rolls • The Unbandaged Ones (Sefekhi) o Description: Aggressive tem-akh searches for pacifistic and weak people, immense rage and energy, often (but not always) undergo ritual scarification o Hajj: Causes mortal to be incredibly aggressive and will attack without mercy and with little provocation o Third Life: Tries to control and make peace with its’ savage side, understand that it is important to have drive and aggression sometimes o Views/Alliances: Children of Osiris and Eset-a, tend to shy away from groups and organizations o Purpose: Shadow/Instinctive Self- Each day the Amenti has a die pool equal to their balance rating which can be used to re-roll stamina or resistance checks, refreshes at midnight o Primary Hekau: Necromancy o Liability: +2 difficulty to all social rolls outside of intimidation • Judged Ones (Udja-sen) o Description: Usually a soul is destroyed if judged to be immoral at trial to become a mummy, but sometimes a part of it (a tem-akh) will be spared for unknown reasons, spirit is damaged, feels a sense of inadequacy, lost, fear failure and desire redemption o Hajj: Starts out like one of the other 5 types (was one of them until it was judged wanting) o Third Life: Feels alienated, no guiding influence, has to come to terms with their problem o Views/Alliances: Any (often Cult of Isis) o Purpose: Special- not bound to artifacts or the Lands of Faith for Sekhem, whenever they renew Sekhem they add additional Sekhem equal to their balance rating and can (once per day) transfer up to his balance rating in Sekhem to another Amenti o Primary Hekau: Any o Liability: ANY use of Sekhem causes 1 level of bashing damage, can’t be soaked
Character Creation • Stage 1 o Step 1: Concept (Nature, Demeanor, etc.) o Step 2: Attributes (6 for primary attributes/4 for secondary attributes/3 for tertiary attributes, choose which attribute you want for your primary, secondary and tertiary) o Step 3: Abilities (Prioritize Talents, Skill and Knowledge then assign them points; 11 for primary, 7 for secondary, 4 for tertiary, no more than 3 dots in any of them) o Step 4: Choose Backgrounds (3) o Step 5: Freebie Points (5) • Stage 2 o Step 1: Second Death (Choose circumstances of your Second Death) o Step 2: Attributes (Add 2 points to attributes, either both in 1 attribute or split between 2 attributes) o Step 3: Abilities (Distribute points among abilities, can go over the 3 dot limit) o Step 4: Choose Hekau (3 dots, at least 1 in your primary Hekau), Add 2 Background Points, purchase Merits/Flaws o Step 5: Balance= 1, Willpower= 5, Sekhem= 1, 10 Freebie Points, Balance at the beginning can’t be over 2 • Select Type of Amenti • Merits o Fascinating Gaze (2 points): -2 difficulty to social rolls when you have eye contact o Gift of Thoth (5 points): Choose one Hekau, rituals for that path have half the Sekhem cost o High Pain Tolerance (3 points, 1 for Sefekhi): Reduce all injury penalties by one (no penalty when Injured, treated as Injured when they are wounded, etc.) (Still fall when incapacitated) o Immune to Disease (3 points): As long as you have Sekhem, you are immune to disease o Immune to Poison (3 points): As long as you have Sekhem, you are immune to poison o Noble Bearing (1 point): -2 to difficulty for social rolls in situations where you can bring your personality to bear o Osiris’ Gift (1 point): Plants the character is raising always do well o Seductive (1 point): -2 difficulty to Seduction rolls and rolls with Subterfuge for Sensuality • Flaws o Anachronism (5 points): Mortal soul was lost so only tem-akh remains, no modern skills, abilities can be no higher than Memory, difficulty pretending to fit in o Flashbacks (2 points): In certain situations that are to be determined by mods, either roll Willpower at a +1 difficulty or spend a point of Willpower or else be rendered temporarily catatonic and absorbed into memories o Lesser Resurrection (3 points): Did not complete rebirth, infertile, must pass Stamina roll when they would incapacitated to not die, show up on supernatural senses o Lifeblood (5 points, 2 for Udja-Sen): Use health levels instead of Sekhem, can’t take Immune to Poisons/Disease o Probationary Member (3 points): Seen as untrustworthy and expendable by your group o Ra’s Rest (3 points, 1 for Mesektet): Die at night, damage taken at night isn’t healed by the sunrise o Slow Healing (3 points): Half healing rate, healing abilities have half effectiveness o Infertile (1 point) o Soul’s Reflection (1 point): Mirrors reflect the tem-akh o Touch of Death (4 points): Simple living things die around you, hardier creatures suffer 1 health level of damage for every hour after the first one they are near you, no one naturally heals over time near you, healing rituals that target you or are within 3 yards of you have +1 difficulty
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Post by Tyrrhenus on Dec 26, 2011 0:09:49 GMT -5
• Hekau (Spells must be purchased individually): No Hekau may be higher than the Mummies balance, automatically start with 2 level 1 rituals and 2 level 1 spells (others are bought via freebie points), for spells roll the dots you have in the Hekau path plus a attribute / skill / knowledge / talents designated by the spell, rituals are more powerful but are an extended action and can be collaborated on, bonuses to skills / attributes / etc. can go above 5 but cannot stack o Alchemy (Unless time limit is specified, time limit is 4 hours) Level 1 • Analyze Material o Type: Spell o Dice Pool: Intelligence + Alchemy o Difficulty: 6 o Sekhem: None o Description: Determines what makes up an object • Cloud of Smoke o Type: Spell o Dice Pool: Occult + Alchemy o Difficulty: 6 o Sekhem: 1 o Description: Causes any fire to emit a 10 cubic foot cloud of smoke • Drink of the Seven Days Rest o Type: Ritual o Dice Pool: Medicine + Alchemy o Difficulty: 4 o Sekhem: None o Description: Heals fatigue and bruised health levels • Mild Poison o Type: Ritual o Dice Pool: Poison + Alchemy o Difficulty: 8 o Sekhem: None o Description: Lethal toxin with a rating of 2 per dose, Perception roll to notice it versus successes in its’ creation, can be applied to weapons • Potion of Resilience o Type: Ritual o Dice Pool: Medicine + Alchemy o Difficulty: 7 o Sekhem: None o Description: Wound penalties are decreased by 2 health levels • Simple Elixir o Type: Ritual o Dice Pool: Occult + Alchemy o Difficulty: 7 o Sekhem: None o Description: Can be drunk to increase an attribute by 1 for 4 hours, must be learned separately for each attribute • Simple Philtre o Type: Ritual o Dice Pool: Occult + Alchemy o Difficulty: 7 o Sekhem: None o Description: Floods a character with an emotion, +1 to the difficulty to all rolls resisting circumstances relating to the emotion the philtre causes, must be learned separately for different emotions • Simple Tonic o Type: Ritual o Dice Pool: Medicine + Alchemy o Difficulty: 7 o Sekhem: None o Description: Heals 1 bashing / lethal health level • Stasis o Type: Ritual o Dice Pool: Occult + Alchemy o Difficulty: 6 o Sekhem: 1 o Description: Adds 1 to the difficulty of altering an inanimate object (altering = boiling, breaking, freezing, etc.) Level 2 • Blood of the Snake o Type: Ritual o Dice Pool: Poison + Alchemy o Difficulty: 7 o Sekhem: None o Description: Any poison in the body or introduced into the body within 4 hours is reduced in toxicity by 3, if drunk on the same turn that the character is first affected by the poison the Alchemist rolls Alchemy and the subject is healed a number of levels equal to the successes • Cobra Spit o Type: Ritual o Dice Pool: Occult + Alchemy o Difficulty: 8 o Sekhem: 1 o Description: Deals 1 aggravated damage to any being or object it touches except glass and gold • Essence of Longing o Type: Ritual o Dice Pool: Seduction + Alchemy o Difficulty: 7 o Sekhem: None o Description: Perfume, anyone who has a sexual preference towards the wearer treats the wearers Charisma and Appearance as +2 • Eyes of Ka o Type: Ritual o Dice Pool: Thanatology + Alchemy o Difficulty: 7 o Sekhem: None o Description: Slave, rubbed on eyes/ears, can see ghosts • Ice of the Desert o Type: Spell o Dice Pool: Occult + Alchemy o Difficulty: 7 o Sekhem: 1 o Description: Change the state of matter of a CONTINOUS bit of material (can change air from gas to liquid, but can’t affect the air in someone’s lungs), lasts for 1 turn/success, can only jump 1 step (gas to liquid but not solid) • Lesser Quiddity o Type: Spell o Dice Pool: Occult + Alchemy o Difficulty: 7 o Sekhem: 1 o Description: Tap into something’s essence to give a temporary +1 bonus to a certain subject- can use lion’s hair to gain a bonus on interacting with animals, rocks to give a bonus to health, etc. • Reed of Hidden Currents o Type: Spell o Dice Pool: Occult + Alchemy o Difficulty: 7 o Sekhem: None o Description: Turns a bit of hay/grass/ a reed into a sensor that points in the direction of any detectable amount of a certain material (determined at creation), lasts for 1 scene, rang of 1 mile for each point of Alchemy the caster has • Spark of Ra o Type: Spell o Dice Pool: Occult + Alchemy o Difficulty: 8 o Sekhem: 1 o Description: Causes a flammable item to burst into flames Level 3 • Complex Elixir o Type: Ritual o Dice Pool: Occult + Alchemy o Difficulty: 8 o Sekhem: 1 o Description: Same as Simple Elixir but +2 bonus, still needs to be learned separately for each attribute • Complex Philtre o Type: Ritual o Dice Pool: Occult + Alchemy o Difficulty: 7 o Sekhem: 1 o Description: Same as Simple Philtre but +2 difficulty, still needs to be learned separately for each emotion • Complex Tonic o Type: Ritual o Dice Pool: Medicine + Alchemy o Difficulty: 7 o Sekhem: 1 o Description: Same as Simple Tonic but heals 3 levels • Dangerous Poison o Type: Ritual o Dice Pool: Poison + Alchemy o Difficulty: 7 o Sekhem: 1 o Description: Creates a poison with a lethal toxin rating of 5 per dose, even if resisted causes 1 level of bashing damage • One Hundred Thousand Tongues o Type: Ritual o Dice Pool: Linguistics + Alchemy o Difficulty: 7 o Sekhem: None o Description: Can be a salve or drink, when drunk or applied to the mouth and ears gives the ability to speak and understand all verbal languages, when applied to hands gives fluency in Braille/sign language • Potion of Valor o Type: Ritual o Dice Pool: Medicine + Alchemy o Difficulty: 7 o Sekhem: 1 o Description: Same as Potion of Resilience, except reduces wound penalties by 4 grants 2 health levels below incapacitated • Salts of the Dead o Type: Spell o Dice Pool: Thanatology + Alchemy o Difficulty: 7 o Sekhem: 1 o Description: Uses salt and magic words to make the users body like a corpse, ignore all damage that would only affect the living and reduce by 1 health level all damage dealt to them, lasts for a number of turns equal to the number of successes rolled, salt is left blackened and useless afterward • Tears of Isis o Type: Ritual o Dice Pool: Occult + Alchemy o Difficulty: 6 o Sekhem: 2 + amount invested o Description: Used to store Sekhem for later, declare how much of the Sekhem you are investing and then roll, for each success the Sekhem is absorbed into the material, extra Sekhem is lost Level 4 • Ashes to Ashes o Type: Spell o Dice Pool: Occult + Alchemy o Difficulty: 8 o Sekhem: 3 o Description: As Ice of the Desert but can jump from any state to another one, each success = 1 human size bit of material • Greater Quiddity o Type: Spell o Dice Pool: Occult + Alchemy o Difficulty: 7 o Sekhem: 2 o Description: Same as Lesser Quiddity but 3 bonuses • Panacea o Type: Ritual o Dice Pool: Medicine + Alchemy o Difficulty: 7 o Sekhem: 4 o Description: Each dose removes a disease of a toxin rating equal to or less than your Medicine + Alchemy score • Philosophers Stone o Type: Ritual o Dice Pool: Occult + Alchemy o Difficulty: 9 o Sekhem: 3 o Description: Changes a couple of ounces per dose to gold or silver • Potion of the Separable Ka o Type: Ritual o Dice Pool: Meditation + Alchemy o Difficulty: 7 o Sekhem: 3 o Description: Astral project for 4 hours, use the Astral Projection rules from Mage: The Ascension (pg. 178) or the Psychic Projection Power from Vampire: The Masquerade (pg. 152), basically travel to the Astral/Shadow Plane or the realm of the dead Level 5 • Catalyst Crucible o Type: Spell o Dice Pool: Occult + Alchemy o Difficulty: 8 o Sekhem: Special o Description: For 4 hours the Amenti can alter any potion they have consumed or are touching and change it to a different alchemic instantly, still need to roll the spell and spend the Sekhem • Deadly Poison o Type: Ritual o Dice Pool: Poison + Alchemy o Difficulty: 8 o Sekhem: 2 o Description: Poison with a lethal toxin rating of 7 per dose, even if resisted deals 3 levels of bashing damage • Dust to Dust o Type: Spell o Dice Pool: Thanatology + Alchemy o Difficulty: 8 (6 versus the undead) o Sekhem: 2 + potential damage o Description: Touches target (attack roll), deals aggravated damage per success of potential damage rolled, turns flesh into black earth • Flesh of the Gods o Type: Spell o Dice Pool: Thanatology + Alchemy o Difficulty: 8 o Sekhem: 3 o Description: Spread gold flakes on self, for success you gain 1 automatic success to be used for social rolls and / or soaking, disappear if not used by the end of the scene • Potent Elixir o Type: Ritual o Dice Pool: Occult + Alchemy o Difficulty: 7 o Sekhem: 2 o Description: Same as Complex Elixir but +3 bonus to the attribute • Potent Philtre o Type: Ritual o Dice Pool: Occult + Alchemy o Difficulty: 7 o Sekhem: 2 o Description: Same as Complex Philtre but +3 difficulty to resist circumstances involving that emotion • Potent Tonic o Type: Ritual o Dice Pool: Medicine + Alchemy o Difficulty: 7 o Sekhem: 2 o Description: Same as Complex Tonic but heals up to 5 levels of bashing and lethal damage • Potion of the Divine o Type: Ritual o Dice Pool: Medicine + Alchemy o Difficulty: 7 o Sekhem: 3 o Description: The user suffers no wound penalties and have 3 health levels below incapacitated • Potion of the Vile Body o Type: Ritual o Dice Pool: Poison + Alchemy o Difficulty: 8 o Sekhem: 5 o Description: Becomes a poisonous being, immunity to poison, bodily fluids are poisons with a toxin level of 5, when you breathe on others they must make a Stamina roll (difficulty 8) to not suffer 1 level of bashing damage, against non-living material or tissue automatically deal 2 levels of aggravated damage, vampires who drink your blood suffer 2 levels of aggravated damage, attackers must make a Dexterity + Dodge Check (difficulty 6) or be affected by the toxin level 5 poison, beings attacking with natural weapons get no save Unknown • Elixir of Oblivion
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Post by Tyrrhenus on Dec 26, 2011 0:13:08 GMT -5
o Amulets (Maximum number of amulets an Amenti can have is Balance + Amulets) (Takes 1 day per level of Amulets to make an amulet unless stated otherwise [level 4 amulet takes 4 days to make]) (Lasts for a number of months = Amulets + Balance) (Generally only work for Mummies and Mortals) Level 1 • Ashen Shroud o Type: Spell o Dice Pool: Thanatology + Alchemy o Difficulty: 7 o Sekhem: None o Description: Through dirt or ash on someone to make them appear undead, sends normal mortals into a panic • Eye of the Horizon o Type: Spell o Dice Pool: Perception + Alchemy o Difficulty: 6 o Sekhem: None o Description: Caster can see through a picture of an eye, lasts until the next sunset, caster must stay within 12 miles or the spell is broken • Simple Ward o Type: Ritual o Dice Pool: Crafts + Alchemy o Difficulty: 6 o Sekhem: 5 o Description: Makes a ward that subtracts 1 dice from specific attacks (each different type of ward must be learned separately), suggested wards include Heart (protects mind and the physical heart), Name (protects from Nomenclature) and the Eye of Horus (protects against magic attacking ones health) • Warding Sign o Type: Spell o Dice Pool: Occult + Alchemy o Difficulty: 6 o Sekhem: None o Description: First botch (critical failure) rolled during the remainder of the scene is treated as a regular failure • Wood Ward o Type: Ritual o Dice Pool: Crafts + Alchemy o Difficulty: 10 o Sekhem: 7 o Description: Subtract Amulets rating from any attack made with a wooden weapon and add Amulets rating when damaging wooden objects Level 2 • Amulet of Cloud Walking o Type: Ritual o Dice Pool: Occult + Alchemy o Difficulty: 7 o Sekhem: 12 o Description: Causes the user to ascend to the clouds and walk freely among them, roll Wits + Survival; if you get 1 success or less you travel at your regular speed, if you get more than you reach your destination more quickly, once you reach your destination you float gently downward, can be used by anyone • Lesser Talisman o Type: Ritual o Dice Pool: Crafts + Alchemy o Difficulty: 7 o Sekhem: 8 o Description: Increase an attribute by 1, like with the elixirs must be learned separately for each attribute and not cumulative with any other Hekua • Lesser Ward o Type: Ritual o Dice Pool: Crafts + Alchemy o Difficulty: 7 o Sekhem: 10 o Description: Same as Simple Ward but +2 • Prayer of the Aken o Type: Spell o Dice Pool: Occult + Alchemy o Difficulty: 6 o Sekhem: None o Description: Item is placed on a Mummy while in Duat (the land of the dead), allows them to call a boatmen to ferry them around • Scarab of Life o Type: Ritual o Dice Pool: Thanatology + Alchemy o Difficulty: 7 o Sekhem: 10 o Description: Level 2 ward against anything that would reduce Physical Attributes and decreases Resurrection Difficulty by 3 Level 3 • Metal Ward o Type: Ritual o Dice Pool: Crafts + Alchemy o Difficulty: 7 o Sekhem: 18 o Description: Same as Wood Ward but for metal: subtract die from attack rolls with metal weapons equal to the casters Amulets rating, add die to attack rolls against metal equal to the casters Amulets rating • Major Ward o Type: Ritual o Dice Pool: Crafts + Alchemy o Difficulty: 7 o Sekhem: 18 o Description: Same as Simple Ward but at level 3 • Sign of Luck o Type: Spell o Dice Pool: Divination + Alchemy o Difficulty: 7 o Sekhem: None o Description: For each success, you may decrease the difficulty of a roll by 1 • Veil of Amaunet o Type: Ritual o Dice Pool: Perception + Alchemy o Difficulty: 8 o Sekhem: 20 o Description: Animals and Shapeshifters in Animal Form cannot sense the wearer when active, Shapeshifters get a Perception + Awareness roll (difficulty 8) to notice a dim haze • Wrappings of Imhotep o Type: Spell o Dice Pool: Medicine + Alchemy o Difficulty: 6 o Sekhem: 1 o Description: Take a bit of cloth or paper, for each success this bit of cloth or paper can heal either 2 levels of bashing damage or 1 level of lethal damage Level 4 • Ebon Binding o Type: Ritual o Dice Pool: Thanatology + Alchemy o Difficulty: 7 o Sekhem: 15 o Description: Stops souls from entering or leaving a body • Eyes of Sekhmet o Type: Spell o Dice Pool: Occult + Alchemy o Difficulty: 7 o Sekhem: 2 o Description: Victim has a +2 difficulty to all actions, mortals treat wounds as being 2 categories more sever for healing and supernaturals must spend twice the time and effort to heal, roll Occult + Amulets to determine duration: 1 success = 1 scene, 2 successes = 1 day, 3 successes = one week, 4 successes = 1 month, 5+ successes = 6 months • Geb’s Blessing o Type: Ritual o Dice Pool: Survival + Alchemy o Difficulty: 8 o Sekhem: 50 o Description: Immune to non-severe natural phenomena (wind, rain, hail, snow, etc.), applies Amulets rating to soak against extreme natural phenomena (such as lava and lightning), can also apply Amulets rating to other rolls that attempt to counter extreme weather (i.e. decreasing the difficulty of escaping an avalanche) • Greater Veil of Amaunet o Type: Ritual o Dice Pool: Perception + Alchemy o Difficulty: 8 o Sekhem: 50 o Description: Similar to the Veil of Amaunet, except it affects all living beings and beings who have a semblance of living (i.e. vampires), ineffective versus ghosts and spirits • Greater Talisman o Type: Ritual o Dice Pool: Crafts + Alchemy o Difficulty: 7 o Sekhem: 30 o Description: Lesser talisman but +2 to an attribute • Greater Ward o Type: Ritual o Dice Pool: Crafts + Alchemy o Difficulty: 7 o Sekhem: 40 o Description: Simple ward but at level 4 Level 5 • Buckle of Isis o Type: Ritual o Dice Pool: Occult + Alchemy o Difficulty: 8 o Sekhem: 80 o Description: Level 5 ward versus all hostile magic (Hekau, blood magic, Mage magic, etc.) • Princely Talisman o Type: Ritual o Dice Pool: Crafts + Alchemy o Difficulty: 8 o Sekhem: 75 o Description: Greater Talisman but +3 to an attribute • Princely Ward o Type: Ritual o Dice Pool: Crafts + Alchemy o Difficulty: 8 o Sekhem: 80 o Description: Simple Ward at level 5 • Scarab of Death o Type: Ritual o Dice Pool: Crafts + Alchemy o Difficulty: 7 o Sekhem: 50 o Description: While in Duat (the land of the dead), this amulet redirects all damage from the soul to the body, can be used with wards to basically nullify damage • Ward of Permanence o Type: Ritual o Dice Pool: Crafts + Alchemy o Difficulty: 7 o Sekhem: 100 + Relevant ritual cost o Description: Normally wards break down over long times, this ritual combines with other Amulets rituals to make the item truly permanent (will last throughout the ages) and to give the normally fragile Amulet a soak equal to the base rituals level • Wrappings of Osiris o Type: Spell o Dice Pool: Medicine + Alchemy o Difficulty: 7 o Sekhem: 2 o Description: Take a bit of cloth and paper, can heal 1 health level of any type (including bashing, lethal and aggravated) per success
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Post by Tyrrhenus on Dec 26, 2011 0:14:37 GMT -5
o Celestial o Level 1 • Becalm o Type: Spell o Dice Pool: Occult + Celestial o Difficulty: 6 o Sekhem: 1 o Description: Either makes all weather (wind, rain, etc.) go around the caster or makes it so that all weather within a distance of 1 yard per dots in Celestial becomes less severe • Grip the Water o Type: Ritual o Dice Pool: Occult + Celestial o Difficulty: 7 o Sekhem: 2 o Description: Wave hands to move water around in small patterns (such as small tides) • Hanging the Stars o Type: Ritual o Dice Pool: Occult + Celestial o Difficulty: Varies o Sekhem: Special o Description: Delays a ritual effects until a certain thing happens (has to be related to the sky, such as a full moon or sunrise), ritual remains ready for a number of days equal to the success scored, difficulty is equal to the ritual being stored, triggering the ritual takes a roll of Occult + Celestial (difficulty 7), must be done in full view of the stars • Hiding the Stars o Type: Ritual o Dice Pool: Divination + Celestial o Difficulty: 6 o Sekhem: None o Description: Caster or another person who must be present for the ritual is protected from scrying and divination, each success is a single minus, whenever someone tries to scry on the subject these minuses automatically subtract from the attempt, when used these minuses are lost so over time repeated attempts at scrying can find the target • Simple Weather Magic o Type: Ritual o Dice Pool: Occult + Celestial o Difficulty: Varies o Sekhem: Varies o Description: Cause small weather phenomena, like a flare in the Aurora Borealis or a wind or a temperature change, Fog = difficulty 9/Sekhem 2 and places a +1 difficulty on sight and hearing based Perception rolls and limits sight range to 100 ft, Light Breeze = difficulty 4/Sekhem 1 and imposes a +1 difficulty to attempts to use smell based Perception checks and Minor Temperature Change = difficulty 5/Sekhem 1, changes temperature by 10 degrees Farenheit , see weather table for more details • Weather Sight o Type: Spell o Dice Pool: Divination + Celestial o Difficulty: 6 o Sekhem: None o Description: Caster listens to the wind to gather information about the local area Level 2 • Book of Thoth o Type: Spell o Dice Pool: Divination + Celestial o Difficulty: 7 o Sekehm: 1 o Description: For the rest of the scene, automatically notice all hidden things and stealthed beings who are not being made more difficult to notice through supernatural means, if being supernaturally protected roll Perception + Awareness (difficulty 5) versus the subjects Manipulation + Subterfuge (difficulty 7) • Lesser Weather Magic o Type: Ritual o Dice Pool: Occult + Celestial o Difficulty: Varies o Sekehm: Varies o Description: More complex weather manipulation, examples include (but are not limited to) Duststorms and Sandstorms (difficulty 7/Skehem 2) which limit visibility and Light Rain (difficulty 6/Sekhem 2) which adds 1 difficulty to all Driving checks • Read the Stars o Type: Ritual o Dice Pool: Divination + Celestial o Difficulty: Special o Sekehm: None o Description: Divination ritual performed right before another ritual to take the most advantage of the situation, roll Divination versus the level of the Hekau to be cast next, successes are added to the dice pool for the final ritual • Sahu-Ra o Type: Spell o Dice Pool: Appearance + Celestial o Difficulty: 6 o Sekehm: 1 o Description: Body glows with the equivalent of indirect shrouded sunlight, which illuminates darkness and causes 1 aggravated damage to vampires for each turn they are adjacent to the caster • Weather Whispers o Type: Spell o Dice Pool: Divination + Celestial o Difficulty: 7 o Sekehm: None o Description: For one scene the caster can hear things spoken downwind of them from a distance Level 3 • Call the Stars o Type: Ritual o Dice Pool: Occult + Celestial o Difficulty: 8 o Sekehm: 2 o Description: Calls down a meteor storm that pelts an area with small but fast meteorites that are on fire, anyone in the area (about the size of a small town) suffers 1 aggravated damage per turn • Divine Forms o Type: Spell o Dice Pool: Meditation + Celestial o Difficulty: 8 o Sekehm: 1 o Description: Pray to a god, receive a bonus to an attribute associated with them, not cumulative with other attributes bonuses, 1-3 successes gains a +1 bonus, 4+ successes grants a +2 bonus • Major Weather Magic o Type: Ritual o Dice Pool: Occult + Celestial o Difficulty: Special o Sekehm: Special o Description: Moderate weather effects, such as Desert Wind (difficulty 5/Sekhem 1) which calls forth 30-60 mile per hours winds and adds a +1 diffiulty to firearms, a +2 difficulty to archery and makes gusts of wind so strong that characters must succeed on a Dexterity check to not fall over, also blocks visibility and blows small objects away, and Driving Rain (difficulty 5/Sekhem 1) which adds a +2 difficulty to Drive and Perception checks Level 4 • Greater Weather Magic o Type: Ritual o Dice Pool: Occult + Celestial o Difficulty: Special o Sekehm: Special o Description: More notable weather changes, Lightning Strikes (difficulty 8/Sekehm 2) which is a difficulty 7 (Occult and Celestial roll) to hit the first target and then a cumulative +1 per each additional target and deals 10 dice of lethal damage to the target and 5 dice of lethal damage to anything within 1 yard, Snowstorm (difficulty 8/Sekhem 2) which has the same effects as Desert Wind and Driving Rain (see Major Weather Magic under level 3) and also deals 1 level of bashing damage per hour to anyone outside , and Thunderstorm (difficulty 6/Sekhem 2) which is the same as Snowstorm but without the bashing damage from the environment and may cause flooding • Ra’s Awakening o Type: Spell o Dice Pool: Cosmology + Celestial o Difficulty: 7 o Sekehm: 2 o Description: Affects up to 5 living beings, treats them as though they just had a full night’s sleep, decreases the difficulty of all mental tasks by 1 for 1 hour, halves all wound penalties (rounded down) for 1 hour, Amenti roll Balance and for every 2 successes gain a point of Sekhem back, other living beings roll willpower and for every 2 successes gain a point of willpower back, all vampires in the immediate vicinity fall asleep but may spend a point of willpower to stay awake for 1 turn in order to escape, can still be awoken by violence and fire • Read the Tree of Life o Type: Ritual o Dice Pool: Divination + Celestial o Difficulty: 8 o Sekehm: 1 o Description: Senses some event in a subjects future (1 success = day, 2 successes = week, 3 successes = month, 4 successes = year, 5+ successes = lifetime), gives the target a free reroll when the situation happens, warning is often vague • Sandstorm o Type: Spell OR Ritual o Dice Pool: Occult + Celestial o Difficulty: 8 o Sekehm: 3 + 1 per additional damage level o Description: Summons a whirling cyclone of sand (1 yard across per success if spell, 500 feet tall / half a mile across / 100 feet deep if ritual), travels at up to 80 miles an hour, deals to anyone inside it 1 lethal damage per turn (can be boosted by sending extra Sekhem), clogs engines, scours off paint and blinds targets (who must spend 2 turns once out to get the sand out of their eyes) • Wisdom of Isis o Type: Spell o Dice Pool: Occult + Celestial o Difficulty: Opposing Magic o Sekehm: 2 o Description: Counters ANY TYPE OF MAGIC, if caster gets more successes than the opponent can instead change the target of the spell Level 5 • Divine Greatness o Type: Spell o Dice Pool: Meditation + Celestial o Difficulty: 8 o Sekehm: 2 o Description: Same as Divine Forms except +3 to a single attribute for 1-3 successes and +2 to different attributes or +3 to a single attribute for 4+ successes • Plaque of Ma’at o Type: Ritual o Dice Pool: Occult + Celestial o Difficulty: 9 o Sekehm: 10 o Description: An Amenti must learn each of these plaques separately, each has a 5 hour casting time, Water to Blood; all water in or brought into an area before the next sunrise is turned to blood that gives no nutrients to vampire, Beetles; summons flesh eating beetles who deal 1 lethal damage per turn to any target with biological tissue including vampires but are afraid of fire and are easy to outrun/outmanuever, Locusts; summons a horde of locusts to devour plants and foodstuffs and to clog engines and block visibility, Frogs; frogs rain from the sky causing panic and secreting a mild toxin that causes a rash that decreases Appearance to 1 for a week, Scorpions; scorpions swarm over an area, stings deal 1 level of lethal damage per turn for 3 turns, Sores; victims in an area are afflicted by sores that deal 1 lethal damage and reduce appearance to 1, Death; 1 mortal in 10 dies • Potent Weather Magic o Type: Ritual o Dice Pool: Occult + Celestial o Difficulty: Special o Sekehm: Special o Description: Raise extreme weather, Tornado (difficulty 7/Skehem 2) which lasts for an hour and deals 10 levels of lethal damage in a 5 yard radius (cannot be controlled), Typhoon (difficulty 10/Sekehm 3) which is essentially a week long Thunderstorm except it covers a larger area and deals tornado damage over the area • Raising Apophis o Type: Ritual o Dice Pool: Occult + Celestial o Difficulty: 9 o Sekehm: 15 o Description: Triggers an earthquake of at least an 8.0 on the Richter scale, CANNOT BE HUNG, MUST BE CAST BY THE MUMMY AT THE MOMENT THEY WANT IT TO APPEAR MEANING THAT THEY ARE IN THE MIDDLE OF THE EARTHQUAKE
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Post by Tyrrhenus on Dec 26, 2011 0:16:27 GMT -5
The Celestial Chart is on the original document which I will upload soon. It won't transfer over and my technical skills are pretty much nonexistent.
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Post by Tyrrhenus on Dec 26, 2011 0:17:07 GMT -5
o Effigy (Maximum number of effigies an Amenti can have is Balance + Effigy) (More long-lasting than Amulets but often require an expenditure of Sekehm whenever used) Level 1 • Command Simple Implement o Type: Spell o Dice Pool: Wits + Effigy o Difficulty: 6 o Sekehm: None o Description: Take a simple item with no moving parts, rolls with that item have +1 die for the rest of the scene (attacks for a blade, sculpting stone for a chisel, etc.) • Simple Creature o Type: Ritual o Dice Pool: Crafts + Effigy o Difficulty: 6 o Sekehm: 3 to create, 1 per week to maintain o Description: Create a sculpture of a tiny animal that can be brought to life to perform small actions such as carry messages, not very intelligent, lack any special or complex abilities that that animal would have (sonar for bats, poison for scorpions, webs for spiders, etc.) • Simple Inertion o Type: Spell o Dice Pool: Manipulation + Effigy o Difficulty: 6 o Sekehm: None o Description: Used to deactivate level 1 effigies, roll Manipulation + Effigy against the creators Manipulation + Effigy, lasts for the rest of the scene after which the item can be reactivated, can be used on items brought to life through any magic including Mage Sphere Magic and Thaumaturgy • Simple Servitor o Type: Ritual o Dice Pool: Crafts + Effigy o Difficulty: 6 o Sekehm: 1 to create, 1 per week to month o Description: Create a small servitor to help you do very basic tasks, cannot fight, has 3 health and levels and suffers no wound penalties • Simple Wrest o Type: Spell o Dice Pool: Manipulation + Effigy o Difficulty: 6 o Sekehm: 1 + Special o Description: Like Simple Inertion, must make an opposed roll, if they succeed they take control of the item, must spend Sekhem to activate if it has a Sekehm cost, can be used on any animated construct Level 2 • Command Lesser Implement o Type: Spell o Dice Pool: Wits + Effigy o Difficulty: 6 o Sekehm: 1 o Description: As Command Simple Implement, but 2 extra die and can no include things like guns and bikes and locks • False Door o Type: Spell or Ritual o Dice Pool: Crafts + Effigy o Difficulty: 7 o Sekehm: Special o Description: Creates a door through a wall of thickness of 1 foot per level of Effigy, if a spell it costs 1 Sekhem and is improvised, if Ritual the caster spends 5 Sekhem to make then 1 Sekhem a month to maintain, it is now permanent and hidden and can be opened with an Occult + Effigy roll (difficulty 6) and 1 Sekhem • Lesser Chattel o Type: Ritual o Dice Pool: Crafts + Effigy o Difficulty: 6 o Sekehm: 2 to create, 1 per week to maintain o Description: Create a small charm that would expand to be a full object, used for simple objects (beds, swords, rowboats, etc.), can be used for more complex items but have no functioning parts and are just props (though convincing ones) • Lesser Creature o Type: Ritual o Dice Pool: Crafts + Effigy o Difficulty: 7 o Sekehm: 4 to create, 1 per week to maintain o Description: Can create a small creature like a cat or cobra or large bird, can fight but doesn’t heal, lacks poison • Lesser Inertion o Type: Spell o Dice Pool: Manipulation + Effigy o Difficulty: 7 o Sekehm: None o Description: Same as Simple but works on level 2 or lesser items • Lesser Wrest o Type: Spell o Dice Pool: Manipulation + Effigy o Difficulty: 7 o Sekehm: 1 + Special o Description: Same as Simple but works on level 2 or lesser items Level 3 • Command Complex Implement o Type: Spell o Dice Pool: Wits + Effigy o Difficulty: 6 o Sekehm: 2 o Description: Can no empower small houses, small boats, cars, etc., add 3 die • Complex Chattel o Type: Ritual o Dice Pool: Crafts + Effigy o Difficulty: 6 o Sekehm: 3 to create, 1 per week to maintain o Description: Can now successfully make a shrunken gun, car, small house, etc., can make a convincing model of planes, computers, etc. • Major Bond of Fate o Type: Ritual o Dice Pool: Occult + Effigy o Difficulty: 8 o Sekehm: 6 to create, 1 to maintain for the scene o Description: Voodoo doll, affecting the replica affects the real person or object • Major Creature o Type: Ritual o Dice Pool: Crafts + Effigy o Difficulty: 8 o Sekehm: 8 to create, 2 per week to maintain o Description: Can now be full sized animal (monkey, dog, python, lynx, etc.), somewhat smarter, have natural advantages like poison • Major Inertion o Type: Spell o Dice Pool: Manipulation + Effigy o Difficulty: 7 o Sekehm: 1 o Description: Deactivate objects up to level 3 • Major Relic o Type: Spell o Dice Pool: Occult + Effigy o Difficulty: 8 o Sekehm: 3 to create o Description: Completely destroy an item no larger than a king sized bed and no more complex than a gun to make it manifest in Duat (the realm of the dead) • Major Wrest o Type: Spell o Dice Pool: Manipulation + Effigy o Difficulty: 7 o Sekehm: 1 + Special o Description: Up to level 3 • Modest Reflection o Type: Ritual o Dice Pool: Occult + Effigy o Difficulty: 7 o Sekehm: 2 to create, 1 per day to maintain o Description: Same as Major Relic but touch something and empower it with Sekhem to appear in the spirit realm • Overseer o Type: Ritual o Dice Pool: Crafts + Effigy o Difficulty: 7 o Sekehm: 2 to create, 1 per week to maintain o Description: Create a Simple Servitor that can follow complex commands (except fighting) and can translate complex commands to other servitors • Sekhem Vessel o Type: Ritual o Dice Pool: Crafts + Effigy o Difficulty: 6 o Sekehm: 8 to create o Description: Put Sekhem in to use later Level 4 • Greater Relic o Type: Spell o Dice Pool: Occult + Effigy o Difficulty: 8 o Sekehm: 5 to create o Description: Same as Major Relic but larger and more complex • Guard o Type: Ritual o Dice Pool: Crafts + Effigy o Difficulty: 8 o Sekehm: 4 to create, 1 per week to maintain o Description: Create soldier servitor, can follow complex instructions, unaffected by wound penalties and soaks lethal damage, 7 health levels, 3 in all physical attributes and in Dodge and Melee • Majestic Reflection o Type: Ritual o Dice Pool: Occult + Effigy o Difficulty: 8 o Sekehm: 4 to create, 1 per day to maintain o Description: As Moderate Reflection but larger and more complex like a house • Superior bond of Fate o Type: Ritual o Dice Pool: Occult + Effigy o Difficulty: 8 o Sekehm: 7 to create, 2 to keep active for the scene o Description: As Major Bond of Fate but can be linked to ANYTHING, including the Great Pyramids and battleships • Superior Chattel o Type: Ritual o Dice Pool: Crafts + Effigy o Difficulty: 7 o Sekehm: 5 to create, 1 per day to maintain o Description: Can create an Effigy of a large building, large boat, aircraft or computer • Superior Creature o Type: Ritual o Dice Pool: Crafts + Effigy o Difficulty: 8 o Sekehm: 15 to create, 1 per day to maintain o Description: Create a lion, ape, bear, etc. with a nearly human mind • Superior Inertion o Type: Spell o Dice Pool: Manipulation + Effigy o Difficulty: 8 o Sekehm: 1 o Description: Up to level 4 items • Superior Wrest o Type: Spell o Dice Pool: Manipulation + Effigy o Difficulty: 8 o Sekehm: 1 + Special o Description: Up to level 4 items Level 5 • Ka Vessel o Type: Ritual o Dice Pool: Crafts + Effigy o Difficulty: 9 o Sekehm: 50 to create, 1 per scene to maintain o Description: Create an Effigy for a specific soul, is basically a statue that a specific soul can inhabit and use, cannot speak • Living Bond of Fate o Type: Ritua o Dice Pool: Occult + Effigy o Difficulty: 9 o Sekehm: 20 to create, 2 to maintain for the scene o Description: Create an effigy of a being, roll willpower against them, if you lose the effigy is destroyed, if you tie the struggle continues, if you win you control them for the scene • Princely Chattel o Type: Ritual o Dice Pool: Crafts + Effigy o Difficulty: 8 o Sekehm: 10 to create, 2 per day to maintain o Description: Create a jet fighter, computer network, palace, ocean liner, etc. • Princely Creature o Type: Ritual o Dice Pool: Crafts + Effigy o Difficulty: 9 o Sekehm: 25 to create, 1 per day to maintain o Description: Can create any creature as with the intelligence and knowledge of its’ creator that will always act in the creators best interest • Princely Inertion o Type: Spell o Dice Pool: Manipulation + Effigy o Difficulty: 8 o Sekehm: 1 o Description: Items up to level 5 • Princely Reflection o Type: Ritual o Dice Pool: Occult + Effigy o Difficulty: 8 o Sekehm: 7 to create, 2 per day to maintain o Description: Can create a reflection of a palace, jet fighter, ocean liner, computer network, etc. • Princely Relic o Type: Spell o Dice Pool: Occult + Effigy o Difficulty: 9 o Sekehm: 10 to create o Description: Can create a relic of a palace, ocean liner, jet fighter, computer network, etc. • Princely Wrest o Type: Spell o Dice Pool: Manipulation + Effigy o Difficulty: 8 o Sekehm: 1 + Special o Description: Steal up to level 5 items
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Post by Tyrrhenus on Dec 26, 2011 0:17:41 GMT -5
o Necromancy Level 1 • Body Preservation o Type: Ritual o Dice Pool: Thanatology + Necromancy o Difficulty: 7 o Sekehm: 3 o Description: Adds either a level 1 Ka background or a +1 to an already existing Ka background, granting protection while in Duat • Death’s Shroud o Type: Spell o Dice Pool: Thanatology + Necromancy o Difficulty: 6 o Sekehm: 1 o Description: Place a shield over the soul to prevent scrying and spiritual damage, each success can be used as a -1 to these attempts, but when applied these minuses are used up • Ghost Lantern o Type: Spell o Dice Pool: Occult + Necromancy o Difficulty: 5 o Sekehm: 1 o Description: Provides 1 yard of light per dot in Balance in Duat • Judge the Soul o Type: Spell o Dice Pool: Divination + Necromancy o Difficulty: 6 o Sekehm: None o Description: Intensely watch a target for a turn, with one success you can determine if they have the advantage True Faith or if they are a Mummy, 2 tells them if they are generally moral or immoral, 3 tells specific moral strengths and weaknesses including things such as a vampiric thirst for blood or a werewolves rage, can be fooled by high level abilities • Separate Ka o Type: Spell o Dice Pool: Occult + Necromancy o Difficulty: 7 o Sekehm: 1 o Description: Like Psychic Projection (Vampire: the Masquerade pg. 152) or astral projection (Mage: the Ascension pg. 178), can only go into the near parts of the Duat, can manifest in the real world for a point of Sekehm (all physical attributes are at 1, damage is dealt to Skehem instead of health, can’t use Hekau, may use dots in Necromancy as a soak) • Storm Walk o Type: Spell o Dice Pool: Cosmology + Necromancy o Difficulty: 6 o Sekehm: None o Description: Gives a sense of direction in Duat • Summon Dead o Type: Ritual o Dice Pool: Occult + Necromancy o Difficulty: 6 o Sekehm: 1 o Description: Summons a ghost, they can get a save (willpower roll, difficulty 6), they may not be friendly and are not automatically under your control when called Level 2 • Banish the Dead o Type: Spell o Dice Pool: Occult + Necromancy o Difficulty: Targets willpower o Sekehm: None o Description: Opposed willpower rolls on a ghost, if successful pushes a ghost 50 yards away and prevents it from approaching for (one turn = 1 success, one hour = 2 successes, 1 day = 3 successes, 1 week = 4 successes, 1 month = 5 successes) • Bind the Dead o Type: Ritual o Dice Pool: Occult + Necromancy o Difficulty: 6 o Sekehm: 2 o Description: Roll against a ghost, they roll willpower (difficulty 6), if you succeed you force them to follow your commands for a day • Fertility of Osiris o Type: Ritual o Dice Pool: Occult + Necromancy o Difficulty: 9 o Sekehm: 1 o Description: Dead males may impregnate living females, children are mortal • Revisit Death o Type: Ritual o Dice Pool: Divination + Necromancy o Difficulty: 6 o Sekehm: None o Description: By touching a dead corpse, you may see memories that the corpse had experienced depending on the number of successes scored (1 success = last emotion, 5 successes = memories of the last few weeks) • Sense the Dead o Type: Ritual o Dice Pool: Awareness + Necromancy o Difficulty: 6 o Sekehm: 1 o Description: Makes an area of 10 square feet per success have connection to the caster, lasts for a month, in that time the caster automatically knows if a spirit has entered the area • Storm Shield o Type: Spell o Dice Pool: Occult + Necromancy o Difficulty: 7 o Sekehm: 2 o Description: Until the next time the Mummies body experiences the sunrise, the Mummy gains a soak equal to its’ balance in terms of spiritual damage, for each success beyond the first one the Mummy can affect someone else with this ability Level 3 • Bind the Living o Type: Ritual o Dice Pool: Occult + Necromancy o Difficulty: 7 o Sekehm: 3 o Description: Find a living subject, explain what you are about to do, perform the ritual, they will return as a ghost and serve you, they do not have to be willing, must spend 1 Sekhem to summon them, may have a number of these ghosts equal to Necromancy + Balance, only works on mortals • Deaths Hand o Type: Spell o Dice Pool: Occult + Necromancy o Difficulty: 8 o Sekehm: 3 o Description: Touch target, deal 1 aggravated damage per success and stun them for a turn, suffer 1 lethal damage • Manifestation o Type: Ritual o Dice Pool: Occult + Necromancy o Difficulty: 6 o Sekehm: 3 o Description: Manifest self into the living world when dead, physical attributes can be no higher than the users Balance rating, all bashing and lethal damaeg is treated as 1 bashing damage, items they have in the realm of the dead also manifest, can also be used on other ghosts • Separate Ba o Type: Spell o Dice Pool: Occult + Necromancy o Difficulty: 6 o Sekehm: 1 o Description: Separate Ba but can travel anywhere in Duat, if they die while in this state they are not sent to the judges of Ma’at automatically so can be used by mummies to avoid judgement • Shadow Portal o Type: Ritual o Dice Pool: Cosmology + Necromancy o Difficulty: 7 o Sekehm: 2 o Description: Opens a portal in Duat with a fixed entrance and exit Level 4 • Amenti’s Grace o Type: Ritual o Dice Pool: Occult + Necromancy o Difficulty: 8 o Sekehm: 5 o Description: Protects an area in Duat from the storms and natural disasters of Duat, 1 success = lasts for 1 day, 2 successes = 1 week, 3 = 1 month, 4 = 6 months, 5+ = 1 year, with 6 can spend a permanent point of willpower to make it permanent • Animate Corpse o Type: Ritual o Dice Pool: Thanatology + Necromancy o Difficulty: 8 o Sekehm: 3 o Description: Raises a zombie that loses 1 health level per week unless Body Preservation is cast on it (prevents rotting for 1 year per success) • Khaibit’s Embrace o Type: Spell o Dice Pool: Occult + Necromancy o Difficulty: 8 o Sekehm: 10 o Description: Places a being into stasis where they cannot act but cannot die, can be released at any time by anyone who knows the spell • Sever Soul o Type: Spell o Dice Pool: Occult + Necromancy o Difficulty: 6 o Sekehm: 3 o Description: Used on a living target while their soul is not in their body, roll Occult + Necromancy while the subject rolls willpower (both at difficulty 6), if a tie the subject becomes aware of an attack on the body and suffers 1 bashing damage, on a success body is put into coma and soul is unable to return until they find their body again from the other side (basically they can’t find their way back to their body so they must find their way back) • Sin-Eating o Type: Ritual o Dice Pool: Meditation + Necromancy o Difficulty: 8 o Sekehm: 2 o Description: Absorb a sin or negative emotion/drive, removing it from a target Level 5 • Call the Khaibit o Type: Spell o Dice Pool: Occult + Necromancy o Difficulty: 8 o Sekehm: 2 o Description: Separates the Khaibit (the dark or shadow self/ the ego) from the rest of a soul of a dying person, allowing them to die in peace • Entrap the Ba o Type: Ritual o Dice Pool: Occult + Necromancy o Difficulty: 9 o Sekehm: 3 o Description: Create an item, trap a spirit inside it with an Occult + Necromancy roll against a Willpower roll (both at difficulty 9), destroying the item frees the spirit, living persons deprived of soul fall into a coma • Heart of Life o Type: Ritual o Dice Pool: Thanatology + Necromancy o Difficulty: 9 o Sekehm: 7 o Description: Remove something (blood, bone, etc.) form the body, perform a ritual, can now come back to life through this bit of body even if the mummies actual body was destroyed • Panoply of Shadow o Type: Ritual o Dice Pool: Stamina + Necromancy o Difficulty: 9 o Sekehm: 20 o Description: Perform ritual beforehand, must be used before the next full moon, when activated gives a soak equal to the mummies Balance and subtracts dies from all attacks to the body and soul (but not mind) equal to the casters Balance score • Reshape the Lost Soul o Type: Spell o Dice Pool: Manipulation + Necromancy o Difficulty: 8 o Sekehm: 3 o Description: Manipulate the drives and motivations for ghosts, making them want whatever you want or removing desires from them • Scouring Oblivion o Type: Ritual o Dice Pool: Thanatology + Necromancy o Difficulty: 9 o Sekehm: 5 o Description: Restores target to maximum health
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Post by Tyrrhenus on Dec 26, 2011 2:45:09 GMT -5
o Nomenclature (Magic that involves manipulating something via its’ supernatural true name, to learn somethings true name use meet the following prerequisites: simple animal [like an insect or a cobra] = Animal Ken 2+, simple element [sand/granite] = Science 2+, complex animals [ape, cat] = Animal Ken 4+, complex element [steel, diamond] = Science 4+, simple hand weapon [club, mace] = Melee 2+ and material components, simple projectile weapons [bow, sling] = Athletics 2+ and material components, complex hand weapons [steel khopesh, obsidian knife] = Melee 4+ and material components, complex projectile weapon [gun, crossbow] = Firearms 2+ and material components, personal name = Subterfuge 2+, simple supernatural name [ghost, minor spirit, ghoul] = Occult 2+, complex supernatural name = Occult 4+ and Subterfuge 2+) o In order to learn a name you must study someone or something extensively or trade 3 experience for a name o Start out with 3 basic names Level 1 • Asking the Trees o Type: Spell o Dice Pool: Survival + Nomenclature o Difficulty: 6 o Sekehm: None o Description: Cause plants to bloom, wither, or move • Forgetting the Stone o Type: Spell o Dice Pool: Science + Nomenclature o Difficulty: 6 o Sekehm: 1 o Description: Destroy up to 1 cubic yard of stone or metal • Forgetting the Tree o Type: Spell o Dice Pool: Survival + Nomenclature o Difficulty: 6 o Sekehm: 1 o Description: Destroy up to 1 cubic yard of wood or vegetation • Name the Secret o Type: Ritual o Dice Pool: Divination + Nomenclature o Difficulty: 6 o Sekehm: None o Description: By studying a material or plant for an hour, an animal or person for a day or a spell or supernatural being for some months or years, the caster can learn of it’s strengths and weaknesses • Name the Warning o Type: Spell o Dice Pool: Animal Ken + Nomenclature o Difficulty: Special o Sekehm: None o Description: Binds an animal to your control or scares an animal away, difficulty 6 for common animals, difficulty 8 for supernaturally influenced animals and difficulty 10 for animal forms or supernatural beings Level 2 • Becoming the Stone o Type: Spell o Dice Pool: Science + Nomenclature o Difficulty: 7 o Sekehm: 1 o Description: Trasnforms into a metal or stone form, immobile unless the caster can shake themselves down a hill or something, lasts for 1 scene, can spend 1 Sekhem to extend the duration to another scene or can roll willpower to end, can still think and sense in this form • Becoming the Tree o Type: Spell o Dice Pool: Survival + Nomenclature o Difficulty: 7 o Sekehm: 1 o Description: Same as aboce but with living plants • Clouding the Name o Type: Ritual o Dice Pool: DIvination + Nomenclature o Difficulty: 7 o Sekehm: None o Description: Alter a true name, meaning people have to relearn the name needed to affect them, can also change their destiny/personality in small ways • Command the Beast o Type: Spell o Dice Pool:Animal Ken + Nomenclature o Difficulty: 7 o Sekehm: 1 o Description: Control an animal for 1 scene, can spend Sekhem to extend the duartion or can relinquish control at any time • Mend Flesh o Type: Spell o Dice Pool: Medicine + Nomenclature o Difficulty: 5 o Sekehm: 1 o Description: Can only be used on living targets, heals 1 lethal or bashing damage per success Level 3 • Become Animal o Type: Spell o Dice Pool: Animal Ken + Nomenclature o Difficulty: 8 o Sekehm: 2 o Description: Transform into an animal for a number of days equal to Balance rating • Command Thought o Type: Spell o Dice Pool: Manipulation + Nomenclature o Difficulty: Target’s willpower o Sekehm: 2 o Description: Gain control of a thinking being for 1 turn per success, commands that are against the nature of a being or are suicidal can be resisted by willpower (difficulty 8) • Name of Hekau o Type: Spell o Dice Pool: Occult + Nomenclature o Difficulty: Target Hekau level o Sekehm: 1 + the cost of target Hekau o Description: Counter any supernatural ability as long as you know the individual name for that specific ability, can be applied to passive abilities such as Potence and Celerity for vampires in order to cancel them for a turn, roll Occult + Nomenclature difficulty equal to the ability level + 3, only counters abilities not the after affects (can counter a healing spell, but can’t reverse healing), must learn each spell and ability separately • Whispers to the Heart o Type: Spell o Dice Pool: Manipulation + Nomenclature o Difficulty: Target’s willpower o Sekehm: 1 o Description: Target living being is overcome with an emotion for 1 turn (caster can spend 1 Sekhem per turn to extend it), must learn each emotion separately Level 4 • Enslave o Type: Ritual o Dice Pool: Manipulation + Nomenclature o Difficulty: Target’s willpower o Sekehm: 3 o Description: Target living being becomes a complete slave for a number of days equal to the successes they achieve, following all commands their master gives them and acting in their masters best interest • Fortify Flesh o Type: Ritual o Dice Pool: Stamina + Nomenclature o Difficulty: 8 o Sekehm: 2 o Description: Target living being gains soak equal to the successes scored until either sunrise or sunset, cannot be deactivated • Naming the Body’s Destruction o Type: Spell o Dice Pool: Stamina + Nomenclature o Difficulty: Special o Sekehm: Special o Description: Eliminates organs or a series of organs, trivial loss (difficulty 7, Sekhem 2) causes 1 aggravated damage and eliminates an eye, a knee cap, a hand, and ear, etc., bringing penalties such as blindness and not being able to stand depending on what is lost, serious loss (difficulty 8, Sekhem 3) causes 3 aggravated damage, each turn until treated a subject must make a Stamina roll (difficulty 8) to not suffer 1 lethal damage, may still die from wounds, can eliminate lungs, kidneys, appendixes, intestines, etc., critical loss (difficulty 9, Sekhem 5) causes 7 levels of aggravated damage and removes a heart or brain, can be used on animals and the undead but might not be as effective (can remove their liver and deal 3 aggravated damage, but a vampire can live without a liver) • Speaking all Names o Type: Ritual o Dice Pool: Linguistics + Nomenclature o Difficulty: 7 o Sekehm: 1 o Description: If a caster has 50 or more true names, they can roll to understand any language Level 5 • Forgetting the Person o Type: Ritual o Dice Pool: Manipulation + Nomenclature o Difficulty: 9 o Sekehm: 30 o Description: Irreversibly destroy someone, permanently lose 1 dot of Balance • Ptah’s Word o Type: Ritual o Dice Pool: Manipulation + Nomenclature o Difficulty: 9 o Sekehm: 8 o Description: Create an object that cannot be dispelled as though it were summoned, making a finished product requires knowledge of how the item as made and what it is made of and the corresponding true names so modern objects are hard to make • Whispers to the Body o Type: Spell o Dice Pool: Manipulation + Nomenclature o Difficulty: 5 o Sekehm: 7 o Description: Can reshape body into any form the caster chooses for 1 scene, gain 3 soak die • Word of Authority o Type: Spell o Dice Pool: Manipulation + Nomenclature o Difficulty: 8 o Sekehm: 4 o Description: Speak a sentence, anyone who hears and understands is compelled to obey, must be an immediate action, if it is suicidal or against the nature of those being manipulated they may roll willpower to resist
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Post by Tyrrhenus on Dec 26, 2011 2:45:38 GMT -5
• Backgrounds (1-5 can be put into each) o Arcane- People have trouble remembering and finding you and information about you tends to disappear, makes you more stealthy but can also inhibit the users social life because they are difficult to remember o Ba- Increase lifespan and makes it easier to be resurrected (0= 1 year between lives, 1= 9 months between lives/1 extra resurrection die/+10 year life span, 2= 70 days/2die/+20 years, 3= 29 days/3 die/+30 years, 4= 3 days/4 die/+40 years, = 1 day/5 die/50 years) o Companion- Animal companion (1= Bird, +1 to checks for rolls involving reading/writing; 2= cat, +2 to learning secrets; 3= falcon, +3 to perception; 4= crocodile, +4 to soak; 5= lion, +5 to social rolls/rolls involving animals) o Ka- Mummy’s curse, roll Stamina + Ka to soak damage, add dots in Ka to difficulty to attacking/harming corpse o Legacy- Something left behind from the tem-akh’s life, once per day when in the presence of the Legacy can roll Balance (difficulty 6), success grants Sekhem equal to successes and 1 willpower, higher levels mean the Legacy is more well known and therefore is more easy to access and is harder to destroy o Memory- Can roll Intelligence + Memory to remember something from a past life, once per day can roll meditation to acquire an ability score in any ability equal to the dots in Memory o Tomb- Secret home, can devote a number of dots per day equal to the tomb rating to rolls in the afterlife o Vessel- When in a place where Sekhem can be recharged, roll dice pool equal to Vessel Background (difficulty: Shroud + 3), for each success gain Sekhem that can be used later, 1 dot= 3, 2= , 3= 7, 4= 9, 5= 15 • Freebie Points o Attribute: 5 o Ability: 2 o Hekau: 5 o Background: 1 o Balance: 4 o Ritual: 1 o Sekhem: 1 o Spell: 1 o Willpower: 1
Other Notes: • Not undead- restores to life • Can have addictions • Can have children (are mortal) • Can contract diseases/be affected by poisons • 2 additional senses o Insight: Perception + Awareness (Difficulty 9) to pick up on emotions o Deathsight: Perception + Awareness (Difficulty 8)to sense disease, weakness or other issues that could lead to impending death • Not particularly vulnerable to fire • Five additional health levels beyond incapacitated • True Death o No willpower left o Strong magic Mage: Prime 5 /Spirit 5 o Complete atomic disintegration o Elixir of Oblivion o Self-destructive/suicidal acts Must be done with intention of killing self- heroic sacrifices don’t kill mummies o Trapping the soul • Otherwise can come back to life o Willpower + Ba roll and spend a permanent point of Sekhem or Willpower, difficulty 8 • Balance- Humanity for vampires only more spiritual • Recovering Sekhem o One Sekhem per day at Sunrise o Each day in the Lands of Faith, roll balance (difficulty equal to shroud rating) to get Sekhem o Meditation- done in special areas, Wits + Meditation (difficulty 8) to tap into the energy, may then roll balance (difficulty 9) to get power back (such places probably exist in the area, but some searching may be required) o Prime magic o Legacy/Vessel backgrounds o Some specific Hekau o Udja-sen
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Post by Tyrrhenus on Dec 26, 2011 2:47:37 GMT -5
This turned out a bit messier than I expected, so I'll probably be posting the original document soon. It's a 40 page word file so I apologize for the size, but it is formatted a bit more clearly.
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Post by Tyrrhenus on Dec 26, 2011 3:00:24 GMT -5
Here is the Hekau information (part 1) and the chart that I keep mentioning in the part about Celestial magic. I cut it into 2 parts and cut it down for easier transfer. Attachments:
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Post by Tyrrhenus on Dec 26, 2011 3:01:52 GMT -5
And here is part 2. Attachments:
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Post by Tyrrhenus on Dec 26, 2011 3:03:50 GMT -5
Again, I'm sorry that it's so wordy but the spells add a LOT and you can't really skip over them since they are essential. If you have any questions that are not answered here, I probably do not know the answer (I'm still new to this system) but I have the book and am willing to look things up for anyone who asks.
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