A Handful of Dust (Mummy: The Curse PbP) [Invite Only]

Chaka

Cuddle-fiend
A Handful of Dust




You have served since before recorded history, the best and brightest of the servant class of an empire that had no name because there were no other empires before it to compare it to. You sacrificed your mortal lives and your eternal rewards to serve the will of the Judges and the Shan'iatu sorcerers who were their instruments on earth for all of time. You became Arisen, Mummies, immortal and immensely powerful beings. An eternal monument to the glory of Irem, City of Pillars, and the Nameless Empire it brought forth. With much of your human memories stripped away so you would be granted clarity in your service, you sleep in death until awoken to fulfill your duties.


The first time any of you awoke Irem and its empire were dust in the wind, already a fading legend when the early pharoahs ruled Egypt. Your home gone for millennia, cast adrift in time and the bastard cultures that echo with Irem's power and majesty across the centuries, you are still called to serve. Will always be called to serve.



It's up to you if you'll serve your purpose or yourselves, but beware. A past forgotten still happened, and there are other immortal remnants of your home who my have clearer memories of who you are and what you've done...



Gameplay


Mummy: The Curse uses the New World of Darkness system and does not use the revisions from the God-Machine Chronicle.

Aspect 1: Serve the Empire or Serve the Servants

Arisen are always brought back from death with a Purpose to fulfill, after which they rest again. As the characters move through the ages they may choose to focus their energies on completing the tasks assigned to them by their cults and their Judge or instead try to balance it with personal concerns like regaining lost memories or improving magical or temporal power. It's possible to do both, but ultimately you need to decide where your loyalties lie.

Aspect 2: Lost in time, Lost in Space and Meaning

The uniquely ancient and almost utterly indestructable nature of the Arisen combined with their fractured and clouded memories presents some interesting roleplaying opportunities. The game will be starting in Thebes in Egypt in 33 B.C., the first year after Egypt lost its independence and became a province of Rome. Even starting in the classical period the characters are already thousands of years old and will exist until the modern nights, though only active for relatively brief periods. This brings in themes of isolation and culture shock, as well as providing lots of opportunities for flashbacks as the characters come to understand who they really are and have been. Play will start in the 1st century B.C. and continue forward, hopping eras to the Modern Nights. And of course, with so much of the characters' pasts a mystery who knows what they've done to bring down the vendettas of equally ancient, powerful beings who are just a bit more self-aware?

Aspect 3: A Game of Thrones:

The characters are individually immensely powerful and immortal beings. Furthermore they each have dedicated cults who worship and serve them and their goals, even as they worship and serve the Judges. Wil the players may well ally and remain strong friends across the ages, it's equally possible that they will become embroiled in games of influence and intrigue, wielding their cults against one another through the centuries as they vie for magical relics and influence in the mortal world.


Requirements


Players will need The World of Darkness core rulebook and the Mummy: the Curse core rulebook. Guildhalls of the Deathless is strongly recommended but not required. If they want to use things from other sourcebooks they'll need to run it past me. A basic knowledge of the WoD will be helpful but Mummy's pretty new, so we're all learning together and not having an encyclopedic knowledge of the game may actually make it more fun. I've had quite a bit of interest so I'll tag everyone here, but I'll be taking on no more than six. Characters are starting chargen.


@Grey


@Hurm


@Hyrune


@Cthulhu_Wakes


@Exthalion


@Alexandra


@SephirothSage


@Madmal


@DreamingGod


@Orzhov
 
Chaka said:
A Handful of Dust




You have served since before recorded history, the best and brightest of the servant class of an empire that had no name because there were no other empires before it to compare it to. You sacrificed your mortal lives and your eternal rewards to serve the will of the Judges and the Shan'iatu sorcerers who were their instruments on earth for all of time. You became Arisen, Mummies, immortal and immensely powerful beings. An eternal monument to the glory of Irem, City of Pillars, and the Nameless Empire it brought forth. With much of your human memories stripped away so you would be granted clarity in your service, you sleep in death until awoken to fulfill your duties.





The first time any of you awoke Irem and its empire were dust in the wind, already a fading legend when the early pharoahs ruled Egypt. Your home gone for millennia, cast adrift in time and the bastard cultures that echo with Irem's power and majesty across the centuries, you are still called to serve. Will always be called to serve.





It's up to you if you'll serve your purpose or yourselves, but beware. A past forgotten still happened, and there are other immortal remnants of your home who my have clearer memories of who you are and what you've done...


Gameplay


Mummy: The Curse uses the New World of Darkness system and does not use the revisions from the God-Machine Chronicle.

Aspect 1: Serve the Empire or Serve the Servants

Arisen are always brought back from death with a Purpose to fulfill, after which they rest again. As the characters move through the ages they may choose to focus their energies on completing the tasks assigned to them by their cults and their Judge or instead try to balance it with personal concerns like regaining lost memories or improving magical or temporal power. It's possible to do both, but ultimately you need to decide where your loyalties lie.

Aspect 2: Lost in time, Lost in Space and Meaning

The uniquely ancient and almost utterly indestructable nature of the Arisen combined with their fractured and clouded memories presents some interesting roleplaying opportunities. The game will be starting in Thebes in Egypt in 33 B.C., the first year after Egypt lost its independence and became a province of Rome. Even starting in the classical period the characters are already thousands of years old and will exist until the modern nights, though only active for relatively brief periods. This brings in themes of isolation and culture shock, as well as providing lots of opportunities for flashbacks as the characters come to understand who they really are and have been. Play will start in the 1st century B.C. and continue forward, hopping eras to the Modern Nights. And of course, with so much of the characters' pasts a mystery who knows what they've done to bring down the vendettas of equally ancient, powerful beings who are just a bit more self-aware?

Aspect 3: A Game of Thrones:

The characters are individually immensely powerful and immortal beings. Furthermore they each have dedicated cults who worship and serve them and their goals, even as they worship and serve the Judges. Wil the players may well ally and remain strong friends across the ages, it's equally possible that they will become embroiled in games of influence and intrigue, wielding their cults against one another through the centuries as they vie for magical relics and influence in the mortal world.


Requirements


Players will need The World of Darkness core rulebook and the Mummy: the Curse core rulebook. Guildhalls of the Deathless is strongly recommended but not required. If they want to use things from other sourcebooks they'll need to run it past me. A basic knowledge of the WoD will be helpful but Mummy's pretty new, so we're all learning together and not having an encyclopedic knowledge of the game may actually make it more fun. I've had quite a bit of interest so I'll tag everyone here, but I'll be taking on no more than six. Characters are starting chargen.


@Grey


@Hurm


@Hyrune


@Cthulhu_Wakes


@Exthalion


@Alexandra


@SephirothSage


@Madmal


@DreamingGod


@Orzhov
This game has been approved and set to awaiting players.


Please let me know when you are ready to proceed to the ST area so we can begin the actual process of making your game.
 
Sounds quite exciting and very intriguing, especially for those fond of ancient mythology (like myself). I know that my personal schedule limitations had prevented me from declaring interest in it, but this does not stop me from wishing to all you people involved, to have a fantastic game and a truly unique experience in a millenia spanning story. :D
 
Work in Progress - More to Come


Name: Kosey Madu


Title: The Desert Mason


Concept: Charismatic Visionary


Decree: Ab


Judge: Hepet-Khet


Guild: Tef-Aabhi


Virtue: Hope


Vice: Pride


FabianNadir_zpsa5a1e7c8.jpg



Description


Kosey Madu is a man of powerful build and stature, evoking a sense of awe about himself even without his gifts. His time since becoming one of the Arisen has been spent cultivating his cult of followers. Madu thus far has maintained a strong devotion to his worshipers, though he has never been afraid to use his gifts to strengthen and improve the situation of those who follow him. While not the greatest of mind among his kind, Kosey prides himself on his devotion to long term planning. Admittedly his own tendencies though make him a micro-manager at times due to the actions and efforts of his cult. He always seeks to set the example for them while also ensuring the continue to pursue a course that will keep them in a position of power to allow him to influence society better. His visions are notoriously grandiose, fueled by his Heart and passions which at times can put him at odds with some of the Tef-Aabhi. Even now, he views himself as a great sculptor or mason carving away at society to better perfect it into something spectacular. It is this very vision that has always been the draw of his cultists, and drives Madu to keep them advancing his greater agendas when he must rest again for a time in the embrace of death.


Mental


-Intelligence oo


-Wits oo


-Resolve oo


Physical


-Strength ooo


-Dexterity oo


-Stamina ooo


Social


-Presence ooo


-Manipulation oo


-Composure ooo


Skills


Mental


-Crafts oo


-Occult o


-Politics o


Physical


-Athletics ooo


-Brawl ooo


-Suvival o


Social


-Empathy oo


-Expression o


-Intimidation oo


-Persuasion oo


-Socialize oo


-Subterfuge oo


Health


oooooooo


Willpower


ooooo


Sekhem


?


Memery ooo


Pillars


-Ab ooo


-Ba o


-Ka oo


-Ren o


-Sheut oo


Affinities


-Glorious Mien


-Model Lifeweb


-Pharaoh Reigns Anew


Utterances


-Torn Veil of Forgetting (Tier 1)


-Wrathful Desert Power (Tier 1)


Merit


Cult (Enterprise) :


-Reach ooo


-Grasp oooo


-Compartmentalized


Guild Status (Tef-Aabhi) o


Tomb


-Geometry o


Experience


Unspent:


Spent: 20


Total: 20
 
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Name: Atpetkhonsu


Title: The Architect of Nightmare


Concept: Scheming Engineer


Decree: Sheut


Judge: Am-Khaibit


Guild: Tef-Aabhi


Virtue: Temperance


Vice: Pride


Cult: Conspiracy


Sheet


The Broad Strokes





Atpetkhonsu is a touch taller than the average, with sharp, refined features. Arrogant, but polite, prone to long bouts of contemplation and plotting - and losing his temper if interrupted. Likes contingencies and cats-paws. Has a fondness for cats and a knack for occult weaponry. Likes efficiency, but can fall prey to aesthetic flair and sentimentality especially when he feels it won't impede the task at hand.
 
I feel like I should let it be known here I'm sitting this out, as much as it pains me. I've had a few insufferably busy days lately, and didn't have much time to actually sit down and read through the book properly - and while I could certainly throw a character together half-blind, it just wouldn't be fair.


So there. One less contender for a spot, or something.
 
I don't think I'll be able to make this one, honestly. :( But I do hope it keeps going! Come on, people, sign up!
 

"Be it so. Thus plunges the knife, old friend."

- Last spoken words at the end of the First Sothic Turn.​



Name: Sheteptawy


Title: The Mountain Breaker


Concept: Erratic Occultist


Decree: Ba


Judge: Arem-Abfu


Guild: Su-Menent


Virtue: Fortitude


Vice: Wrath


Cult: Enterprise


(Sheet soon)


Broad Strokes


A figure of singular belief and conviction known just as much for his ink-black skin as his fiery, booming voice when in the trenches of debate. He is skirted around in rare Guild meetings for his utter lack of conformity to the ways of the Guild. Prone to defending himself and his beliefs to a fault as he is to room-sacking bouts of impassioned rage at the merest slight, Sheteptawy is a wild card among the priests. His Judge alone drapes dreadful rumor and hearsay, though none can rightfully remember anything that could have happened in Irem for him to come to that unholy, merciless creature.


Is a delicate artist of death and the shell forever focusing on the passage of the soul to the Underworld. Death is an art, and though his brothers and sisters only whisper it in dread, Sheteptawy shall be its greatest artist.
 
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@Chaka, as I told you in the PM last week, you can see the ST forums. Are you still interested in this game?


Waiting too long to launch a game can also harm it.
 


washington-mnmt-blue-hour.jpg



Name: Akhmen - hotep


Concept


Arbiter. Servant of Law, Order and Justice. Keeper of Secrets. Seeker after Forbidden Mysteries. Hunter of Knowledge of the Ancient and Lost Kingdom of Irem. Would-be historian and sorcerer as was in Ages Past.


Virtue: Justice


Vice: Pride


Judge:


Cult:


Decree


The Name (Ren)


Guild


Sesha-Hebshu (Tradition of the Scribe)


Character goals.


(Re)Discover my true self.


Fulfill my purpose.


Bring balance and unity through law and justice to his fellow Arisen.


Protect and guide my flock (cult) to greatness.


Unearth ancient and forgotten knowledge, secrets, mysteries.


Drastically improve my understanding on all fields.


[W.I.P - More to come]


Attributes


Primary [Mental]


[F]Intelligence 4


Wits 2


Resolve 3


Secondary [social]



Presence 2


Manipulation 3


Composure 2


Tertiary [Physical]



Strength 2


Dexterity 2


Stamina 2


Skills


Primary [Mental]



Academics [History +1] 4


Investigation [Riddles +1] 3


Occult 3


Politics 1


Secondary [social]



Athletics 2


Brawl 2


Tertiary [Physical]



Empathy [Motives +1] 3


Persuasion 2


Subterfuge 2


Merits


Enigma


Status (Guild)


Tomb


Pillars


Ab


Ba


Ka


Ren


Sheut


Affinities


Utterances


Willpower: 5


Health: 7


Memory: 3
 
Last edited by a moderator:
[QUOTE="The Dark Wizard]@Chaka, as I told you in the PM last week, you can see the ST forums. Are you still interested in this game?
Waiting too long to launch a game can also harm it.

[/QUOTE]
I'd hardly be chasing people up for characters if I wasn't. :P
 
I justt got ahold of Guildhalls, and will read it and make my charachter once I get home from this school play I'm in as part of the Stage Crew.
 

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