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setting:mummy_house_rules

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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 dot's 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.

setting/mummy_house_rules.1602955586.txt.gz · Last modified: 2020/Oct/17 17:26 by 127.0.0.1