Mummy: The Curse (new interest check thread)

Grey said:
Going straight for Tef-Aabhi, probably Am-Khaibit as Judge.
I want to end up in South America and later induct a wealthy London industrialist into my cult, so I can travel with him to Britain in the 1980s, and there help him to build up his, uh... meat processing empire.
Again with the meat processing?


No more Machine for Pigs for you!
 
Or... my Lovecraftian senses are tingling and I MUST have Ancestry of Forgotten Stars...


I may just redo my concept as a Astrologer, and take Secrets Ripped from Stars, and Ancestry of Forgotten Stars...


Mephi Sendjemib


Serpent-Headed Su-Menet of Uatch-Rekhet, The Rectifier


Concept: Noble Astrologer


Affinities: Fated Soul, Godsight, Deathsight


Utterances: Ancestry of Forgotten Stars, Secrets Ripped from Skies


Pillars: Ren 3, Shuet 3, Ba 2, Ka 1, Ab 1


Appearence: Mephi is a tall man with a regal bearing. He has sharp angled features, with a dark complexion of the nobles of Irem. He is tall for people of his era, but not overly so. It is obvious that he is not one for directly physical confrontation, he has a lean frame. His hazel eyes have an intelligent glint in them; one that speaks for his great curiosity and knowledge.
 
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I have recently returned to activity here and only recently have started delving into the World of Darkness much more. Admittedly if there is room, I would very much like to voice my interest in trying Mummy out. Come Wednesday I'll likely see about getting my hands on a couple PDFs.
 
Oh hey wow I totally wasn't getting alerts for this thread for some reason.


Awesome. Orzhov, by all means throw your hat in to the ring - I'll be going through everyone's character concepts and picking out a meret.
 
Also just a quick reminder on chargen: You guys start out at Memory 3. That means you remember your name, guild affiliation, and decree. You know a little about Irem, but you can't separate your personal experiences from things you've learned over the centuries. You also only remember your most recent Descent - and only in broad strokes. So when it comes to designing your characters concentrate on their underlying personality and most recent activities. We can talk about other stuff you'd like to see included privately as your Memory increases and more details of your past and mortal life come to the surface, but I'm gonna be keeping control of that stuff.


TL;DR, you are all The Nameless One. Work accordingly. Specific information on what Arisen remember at a given Memory level is given on pp.77-78 of the core book.
 
As soon as details came out about Mummy that's where my mind went. :tongue:


Once I pick players, I want you to think about how you feel about each other. You've all known each other since before recorded history and you vaguely remember working together in the past, but what are your gut reactions? Do you feel a strong sense of kinship and loyalty, suggesting a long-forgotten cycle of mutual aid and respect? A sharp stab of resentment you can't explain but which puts you on edge around each other? A deep sense of loss and longing? Maybe you don't feel anything toward each other, but that means something too.


EDIT: Also, and I realise I'm repeating stuff but it's worth remembering: with no Language merit, all you speak is Iremite Egyptian, a language considerably more far removed from the Coptic spoken in your first active time period than Ancient Greek is from the language spoken today. Fortunately the Language merit has unique rules associated with it for the Arisen. For 29B.C. Egypt the three most important languages to know will be Koiné Greek (the language of the recently deposed ruling class and the lingua franca for most of the eastern Mediterranean), Coptic, and Latin (technically the language all official business will now be conducted in, but beyond formal documentation Greek rules supreme as the working language in the eastern Empire.) Arisen Language rules are on p.79.
 
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Should we give broad strokes now, or are you happy with Decree and Guild?


I'm thinking my character exemplifies some of the worst facets of his Guild - arrogant, fixated on progress, prone to reducing people around him to cogs in the mechanism of his plans. Whatever that plan may be - obviously at low Memory he won't be lining up Xanotos Gambits for a while.
 
Well, low Memory doesnt mean low Int- just low memory of his own past. You could still be a lovely magnificent bastard.
 
I know, but without information he won't know what to plan for. So obviously plan A is accrue information.
 
Shedhartu Khoutheme




Sheet

Name: Shedhartu Khoutheme


Concept: Misinterpreted Messiah


Virtue: Faith


Vice: Sloth


Decree: Ren


Guild: Mesen-Nebu


Judge:Uatch-Rekhet


Attributes





Intelligence 3


Wits 2


Resolve 4


Presence 2


Manipulation 1


Composure 4


Strength 2


Dexterity 2


Stamina 2
Skills

Mental


Academics (Philosophy) 3


Craft 4


Occult 1


Science (Alchemy) 3


Social


Empathy 3


Persuasion (Apologetics) 3


Socialize 1


Physical


Athletics 2


Survival 2
Merits

Pillar 3


Status (Guild) 1 - Free


Language 1 (Iremite Egyptian, Coptic, Latin)


Cult (Enterprise, Reach) 2


Relic (Regia) 1


Tomb


Geometry 5


Famous -2


Haunted -3


The Alabastron (Relic 1)





Durability 1, Size 0, Structure 1


Even in Irem perfume was a very valuable commodity. As in later ages it was so precious that it could represent a significant portion of a families net worth and was often worn around the neck by a man’s wife. This small jar is made of translucent calcite alabaster and when held up to a strong enough light it is possible to see the liquid contained within. A faint scent, pleasant but unplacable, surrounds it.


What this relic contains though is not perfume. The alchemists worked in far more rarefied substances. Instead it is luck, the stuff of enviable fate and sweetly wrought karma condensed into physical form. What luck actually looks like is open to interpretation, all examples of opened alabastrons are long empty. It is fortunate that breaking it is not required for use.


Power:Three times per chapter (session), after dice have been rolled, the user may spend one willpower to “upgrade” the level of success by one rank. Dramatic Failure becomes Failure, Failure becomes Success, and Success becomes Dramatic Success. This only applies to instant or reflexive actions, not for extended roll. After use the amount of liquid is noticeably reduced though even after the third use a small portion remains.


Curse:The luck this relic contains does not come from nothing. It must be siphoned from the world, taking success from others for the user. After activating the relic the user’s next failed roll is automatically downgraded to dramatic failure. Rolls which were already dramatic failures do not count. The Alchemists of the Mesen-Nebu are free from this curse, in their hands the relic drains tiny amounts of luck from the surrounding to refill itself. This effect is noticeable, everyone in cardgames has a terrible hand or no lottery scratcher is a winner for example, until the next chapter. Also, if the artifact is ever broken, as simple as hitting it against something hard though sufficiently difficult to not happen simply by walking into a door or falling down, all its powers are lost.



Pillars, Sekhem, and Memory

Pillars


Ab 3


Ba 1


Ka 1


Ren 5


Sheut 2


Sekhem 10


Memory 3
Affinities and Utterances

Affinities


Divine Flesh


Eternal Legend


Divine Countenance


Utterances


Blessed is the God-King


Chthonic Dominion
Health and Willpower

Health [ ] [ ] [ ] [ ] [ ] [ ] [ ]


Willpower 8
Misc. Stats

Size 5


Speed 9


Defense 2


Initiative Mod 6
Experience Points

Ren 5 (10)


Sheut 2 (6)


4 banked


Cult/Tomb

Reach 3, Grasp 0


In progress
I am leaning toward Nefer-Tem as a judge though. Will add more story later.
 
Of course, if your character is gambit prone, who knows what he's done in the last 4,000 years and left ticking in the background?


The more I think about this, the happier I get.
 
Pleasure to be potentially playing with you again, man.


Oh, off topic - I promised Wakes I'd run an Ordo-centric game in London when KoK ends.
 
SephirothSage said:
I see.... I wouldnt mind being a minion to someone, TBH.
Maa-Kep actually have this whole Envoy thing where they can link themselves to Arisen from other Guilds. It might be worth looking in to.
 
Envoys are talked about in Guildhalls.


Personally I think the Maa-Kep are my favourite Guild. They're basically the Guardians of the Veil with fewer scruples and better PR.
 
A final, final note on chargen, mostly a cool bit of flavour for those who haven't got Guildhalls of the Deathless yet.


You might notice in the flavour text whenever someone's talking, they have a title (Ankh-Nephris, The Hand of Wisdom for example). There's a sidebar at the very start of Guildhalls noting that while all guilds have titles and ranks they confer on their members and there are some titles that are common across the Guilds, pretty much every Mummy has a title they have across the ages given themselves. Whatever else Ankh-Nephris is, only he is the Hand of Wisdom, or there's the Prince of Glass, and so on.


I think it's a cool idea, and you may want to think about your Arisen's self-chosen title, because it describes their legend - a legend they may no longer remember. More hooks to hang Memory on.
 
Ok! So it took me a few days after I got back from Dublin and went straight back in to work to get my head back in the game and stuff, and I apologise to everyone. Posting the submission thread now. It's gonna be invite-only, but I think there's enough interest here to justify it.
 

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