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setting:mummy_house_rules

Mummy House Rules

The Players Guide Trumps the Core book where they conflict

Character Creation:

Background Sources: Mummies may select backgrounds from any source so long as they can justify the background and it functions properly for them. All backgrounds from sources other than the two mummy books must be approved by the STs.

Freebie points: Mummies gain 15 freebie points just like every other PC type, but we are modifying it so that instead of gaining one set of 5 and one set of 10, they gain 15 at the end of character creation.

Khri-Habi Purpose

In order to push their purpose up to the level of the other Dynasties, the following rules apply when using the daily Balance dice pool to heal someone:

1 Success = Heals all Levels of Bashing Damage, or 1 Level of Lethal Damage 2 Successes = Heals one Level of Aggravated Damage

Backgrounds:

Increasing Soul Backgrounds: Reborn may increase their soul backgrounds during death cycles, or by using meditation or magic to travel to their respective afterlife.

Soul Backgrounds:

The following backgrounds are used in place of the soul backgrounds presented in the Mummy books.

Ka/Illi/Joss:
In Ancient Times the Ka stayed with the body when the soul was separate, and protected it from harm. In modern times this function is even more important. When a mummy is in a death cycle, spirit sight can see the reflection of the Ka standing over the body protecting it. No spell or power can affect the reflection, but it's effect is clear to see. Any action taken against the Khat while a mummy is in a death cycle is opposed by the Ka, making it a resisted action. Such actions are resisted with the mummy's full ka rating. This may cause someone to slip, maps to a burial site to be damaged or lost, or for the body itself to suddenly become heavy. This gave rise to many of the 'mummy's curse' legends. The ST determines how the Ka functions once a resisted roll is made. Additionally the Ka protects the Khat from more mundane harm. A mummy with even a single dot in Ka does not need to worry about his Khat rotting, or being eaten by predators. Additionally the Khat soaks all damage with the mummy's Stamina + Ka, including aggravated damage.

The Souls of the Kher Minu are stalwart things due to their powerful Ka. When someone is near one of the Tomb Watchers they feel a sense of permanence, and security.

Ba/Sampa/Contemplation:
Unchanged from the core book.

The Souls of the Khri Habi are curious bird like things. When someone is near one of the Scroll Bearers they always feel as if the Khri Habi knows the right course of things, or knows something that they don't.

Sahu/Rienda/Shifu:
The shining soul of the reborn is a powerful thing. Driving the Reborn towards it's divine purpose. A reborn's dots in Sahu are added to his willpower when determining difficulties for effects that target the mind. Such as the Dominate Discipline, the Mind sphere, and any other mental influence power. Additionally Sahu is added to divination and leadership rolls.

The souls of the Mesektet are shining beacons of balance and divine mandate. When in the presence of one of the Mesektet those near instinctively understand that they are leaders, and their words are worth listening to.

Khu/Ligera/Guang:
The souls of the khu are things of grace and beauty. The natural charisma of the Spirit Scepters makes them easier to trust. A reborn's dots in Khu are added to empathy, expression, perform and subterfuge as well as art and craft rolls.

The Souls of the Sakhmu are things of awe and wonder. Those in their presence are naturally attracted to the shining soul and they're always the center of attention.

Khaibit/Sombra/Jie:\ The shadow soul is a bestial, primal thing. It is the Id, the driving force, the Want that promotes action and violence. The implacable Khaibit is a powerful force that strengthens the body. Reborn add their dots in Khaibit to their soak rolls against bashing and lethal damage, as well as to their intimidation rolls.

The Feral souls of the Sefekhi are terrifying. As described in their liability.

Hekau/Arts/Immu:

Nomenclature Quality of Life changes

The xp cost involved with Ren and gaining them are a bit too high for multisplat. The following system is being introduced to bring it more in line with Vampire rituals and werewolf rites.

Upon gaining their first dot in nomenclature a mummy gains 3 Ren as normal, approved by the STs.

There after they must research any Ren they wish to learn using the following system and the chart from page 125 in the core book.

In order to learn a Ren the character must research, by rolling Int + the ability attached to that Ren. For example to learn the ren of a basic element such as carbon, iron or lead, the character must roll int + science. To learn the ren for mouse, he must roll int + animal ken.

A number of successes equal to the total ability dots in prerequisites x5 must be gained. With one roll happening on the first day, and then waiting for a number of days equal to the dots in prerequisites. So for a simple element the prerequisite dots are science 2. So the mummy needs 10 successes and can roll once every 2 days.

To learn the Ren of another splat's magic, such as the Ren for Auspex or the Force sphere, the character must have 2 dots in that splat's lore, and four dots in occult, for a total of six dots in prerequisites. Meaning a character must gain 30 successes and can roll once every 6 days.

As you can see powerful Ren take a lot of time and effort to learn. Personal Ren are even more restrictive.

In order to learn a personal ren you need at LEAST 2 dots in subterfuge, up to 4 dots as determined by the ST, as well as up to 4 dots in occult as determined by the ST.

These mechanics negate the xp cost of learning Ren. As such any xp spent to learn ren are hereby refunded.

Custom Rituals and Spells:
A cascade Ritual has been added to the game under Necromancy to allow the Reborn to deal with Wyrmtaint. This ritual is known as the Ritual of the Cleansing Shadow and is presented in Custom Items

The Teomallki

The Teomallki have no real 'big bad' in the world. As such we've adjusted them slightly.

First and foremost is the Teomallki's pantheon. The Mayan/Aztec pantheon of gods are alive and well (or unwell) in the modern word. And play a large role in their dealings in the game. Many of the deities you can find on wikipedia are entities in the game such as Quetazalcoatl, Tlaloc, and Ah Muzen Cab.

Second is that Teomallki come in two flavors. Seekers of Harmony, which are the PC teo. And Seekers of Blood who are the 'evil' teo that form the 'opposition'.

All PC teo are seekers of harmony and no longer wish to use human sacrifice to give power to their gods.

Many of the Immu have been retooled and altered. The Immu presented in the players handbook are well known for being less than up to standard as far as a toolkit goes. The updated Immu are presented below.

Immu

The Withering

Given the real time nature of the game, Sekmektet, or The Withering, is being changed. Firstly so that the mechanic actually sees the table and is rolled. And secondly so that it lines up better with the real time nature of the game.

The Withering

Whenever a Reborn reaches Zero Sekhem/Waka/Chi, they must immediately make a willpower check, difficulty 6.

Regardless of result the Reborn 'Withers'. Their eyes become sunken, their skin pale, and they immediately lose the ability to regain sekhem through any means until they return to their land of faith.

In terms of this game these lands of faith are the following:

For Amenti: They must travel to within 2 miles of the Papyrus Gardens ceramics shop. As it is the location of the Amenti's Sekhem Anchor in the new world.

For Teomallki: They must travel at least 30 miles south of Starke or 40 miles south of Jacksonville. As their traditional holyland ends just north of Tampa.

For Wu Tian: They must travel to the Dragon's Nest owned by the Wu Tian at Master Wang's Mansion in Jacksonville.

Withered Reborn are veil violations, and clearly unnatural. They must hide all flesh especially their face if they wish to avoid causing a veil breach.

Dice Results

If the reborn rolls for the withering and succeeds, they retain control over their character, but all other effects listed above happen immediately.

If the reborn rolls for the withering and fails, they retain partial control of their character, but each turn they take, they must end that turn closer to their respective holy land, as listed above, than they were at the start of their actions. This is not an option, and must be roleplayed.

If the reborn rolls for the withering and botches, their Tem'ahk/Second Soul takes over. The player immediately loses control of the character and the essence of their second soul spills out into the world. This is an immediate veil breach if there are humans nearby. Each second soul has a different effect based on the dynasty and house that the reborn belongs to. As listed below.

Most of these effects are mental in nature, and as such the Fallen are immune to them. However, the fallen understand what is happening, even if they are unaffected, through their hosts. Those with mental wards, apply the strength of that ward to their roll difficulty, granting up to a -3 modifier.

Most effects are related to the soul backgrounds, and as such I will be using the Amenti names to denote which backgrounds relate to a given effect.

The Amenti

Kher Minu: The unmovable Tomb Watchers exude an intense unrelenting determination that infects those around them. Every PC and NPC(Save those immune to mental influence) must make an immediate willpower test at a difficulty equal to 3 + the Reborn's Dots in Ka. Success allows the character to function normally. Failure causes the character to become incredibly stubborn and unable to change their opinions on anything, to the point of violence. Naturally this effect can be quite chaotic, causing fights among even those who are normally amenable.

Khri Habi: The vast minds of the Scroll Bearers exude a tremendous mental pressure that disrupts those around them. Every PC and NPC(Save those immune to mental influence) must make an immediate willpower test at a difficulty equal to 3 + the reborn's dots in Ba. Success allows the character to function normally. Failure causes the character to suffer debilitating mental disruption as the overwhelming power and vast knowledge of the Khri Habi floods the world. Those that fail lose dice on ALL ROLLS AND CHECKS equal to the character's dots in Ba. If they attempt to perform an action that has had its dice pool reduced to zero by this effect, that attempt automatically fails, but cannot botch, as they are unable to focus their mind enough to even attempt it.

Mesektet: The brilliant souls of the Sun Sailors exude an awe inspiring glare that can enthrall those around them. Every PC and NPC(Save those immune to mental influence) must make an immediate willpower test at a difficulty equal to 3 + the reborn's dots in Sahu. Success allows the character to function normally. Failure causes the character to suffer from a form of mental domination at the hand of the withered reborn. Any request, no matter how small, that the reborn makes(Mind you in this case the PC is now under control of the scene's ST, not the player), is taken as an absolute command. PCs may attempt additional willpower tests to resist commands that violate their nature or demeanor at the same difficulty.

Sakhmu: The impossibly beautiful souls of the Spirit Scepters exude a palpable aura of beauty that enthralls those around them much like the Mesektet, but the mental influence is turned much more to proactive servitude to the withered sakhmu. Every PC and NPC(Save those immune to mental influence) must make an immediate willpower test at a difficulty equal to 3 + the reborn's dots in Khu. Success allows the character to function normally. Failure causes the character to become utterly devoted to the Sakhmu, and willing to do anything to please them. The Sakhmu need not even make requests, though each character's idea of what will please the Sakhmu is different(And very likely off base to boot). This enthrallment cannot cause a character to violate their nature or demeanor.

Sefekhi: The feral souls of the Sefekhi rampage when let loose. Few wish to see what happens when the beast escapes it's cage. Every PC and NPC(Save those immune to mental influence) must make an immediate willpower test at a difficulty equal to 3 + the reborn's dots in Khaibit. Shapeshifters with the Rage mechanic must immediately make Frenzy checks. Vampires must immediately make Rotshrek tests. Both are made at their normal difficulty instead of 3 + Khaibit Dots. A shifter or vampire that fails enters frenzy as per their splat rules. Anyone else who succeeds on their roll, may function normally. Failure on a willpower test causes the character to be overtaken by fear of the Sefekhi, and they will flee as they are able. A the ST's discretion some characters may choose fight over flight, and stand their ground.

Udja-sen: The shattered souls of the Udja-sen exude a tremendous depressive aura that can push even the most activist personality to apathy. Every PC and NPC(Save those immune to mental influence) must make an immediate willpower test at a difficulty equal to 8 - the Udja-sen's Balance rating. Success allows the character to function normally. Failure causes the character to be overcome with apathy and depression. Strangely enough this effect can counter the feral aura of the Sefekhi, causing those affected by it to roll willpower again at a difficulty of 6. Success causes the affected character to return to normal. Likewise this effect can bring a shifter or vampire in rage out of that rage while they are near the withered Udja-sen. But if the character leaves that area, they immediately are overtaken by frenzy again.

The Wu Tian

Wu Feng: The fiery souls of the Wu Feng spill into the world, igniting nearby objects. When a Wu Feng falls to their phoenix spirit, their eyes turn red for the duration of the withering. Any readily flammable object near them immediately bursts into flame. Including their own clothing. This effect has a radius of one meter. Any character that enters this one meter area is immediately burned for a number of lethal levels of damage equal to the Wu Feng's Quest. They may soak this damage as normal. This damage repeats each round at the beginning of the Wu Feng's action. As their amulets are made of this same power they are immune to damage from this effect, but mundane objects on their person suffer as if they were placed in flame as well. The Wu Feng themselves however, becomes immune to fire, and is able to function normally(Keep in mind the ST controls the PC during this event as normal however)

Tian Lung: The icy souls of the Tian Lung likewise spill into the world, bringing everything to cold stasis. When a Tian Lung falls to their dragon spirit, the world around them freezes. Liquids freeze, glass shatters from the sudden constriction due to temperature drop, and objects become brittle. This effect has a radius of 1 meter. Any character that enters this area immediately suffers a number of lethal health levels of damage equal to the Tian Lung's Quest. This damage may be soaked as normal. The Tian Lung's amulets are immune to this effect. Mundane objects on the Tian Lung's person become brittle over the space of a round, and can be shattered easily after this time. Clothing becomes frozen, and easily torn.

The Teomallki

Word Bearers: The souls of the Word Bearers are filled with guilt. This guilt exudes as a palpable aura. Every PC and NPC(Save those immune to mental influence) must make an immediate willpower test at a difficulty equal to 8 - the reborn's direction. Success allows the character to act normally. Failure causes the character to be overcome by guilt for their actions. This effect can be debilitating, resulting in people becoming sobbing masses, or worse. In extreme cases the character may attempt suicide but is unlikely to succeed due to the aura's debilitating effects.

Sun Spears: The hatred harbored by the Sun Spears roils out of them when they lose control. Every PC and NPC(Save those immune to mental influence) must make an immediate willpower test at a difficulty equal to 8 - the reborn's direction. Success allows the character to function normally. Failure causes them to be overcome by their own individual hatreds. Violence almost always results.

Stone Pillars: The supportive nature of the Stone Pillars can overwhelm the soul. Every PC and NPC(Save those immune to mental influence) must make an immediate willpower test at a difficulty equal to 8 - Direction. Success allows the character to function normally, failure causes the character to be overcome with confidence and a positive attitude, to the point of endangering them. Characters think they can do anything, and succeed at any task, often to their own detriment.

Smoke Dancers: The warrior souls of the smoke dancers drive those around them to violence, even the normally passive are taken with the need to fight to protect those they care about. Every PC and NPC(Save those immune to mental influence) must make an immediate willpower test at a difficulty equal to 8 - direction. Success allows the character to function normally. Failure causes the character to be overcome with a need to protect that which they hold dear, even to the point of violence.

The Withered

Those who botch become NPCs until they come out of the withering, as noted above. The ST controls the PC for the duration of this event. In all cases the character will be taken as quickly as possible toward that character's ancestral lands. This generally involves the PC leaving the scene within 3 rounds. Sometimes this can be with other characters, sometimes without, depending on the house of the individual that withered. In call cases if humans are nearby, the event is a veil breach.

setting/mummy_house_rules.txt · Last modified: 2023/Jan/20 20:12 by glyff