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setting:mummy_house_rules [2020/Oct/17 17:26]
127.0.0.1 external edit
setting:mummy_house_rules [2023/Jan/20 20:12] (current)
glyff [The Teomallki]
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 **Sahu/Rienda/Shifu:**\\ **Sahu/Rienda/Shifu:**\\
-The shining soul of the reborn is a powerful thing.  Driving the Reborn towards it's divine purpose.  A reborn'dot'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 shining soul of the reborn is a powerful thing.  Driving the Reborn towards it's divine purpose.  A reborn'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. 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.
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 All PC teo are seekers of harmony and no longer wish to use human sacrifice to give power to their gods. 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.
 +
 +[[setting: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.1602955586.txt.gz · Last modified: 2020/Oct/17 17:26 by 127.0.0.1