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Read First Mummies House Rules

#1
Following is the list of house rules for the Mummy: the Ressurection system:

1. When in doubt, Player's Guide trumps the Core book
2. Arcane, Ba/Sampa/Contemplation, Ka/Illi/Joss, Memory/Tao can be acquired or increased during the Reborn's cycle between lives.
3. Tomb and Vessel/Jade Talisman can be acquired during play or with properly kept Journal submissions
4. Companion can be acquired through a ritual, which will require plenty of RP. Once acquired, it can be increased as per rule 3.
5. Reborn can buy the Node background from Mage: the Ascension, but only up to 2 points. They can pool this one as per usual rules.
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#2
Phylactery
A relic from a reborn's past, or important to the dynasty, bound to a modern physical object mirroring the Reborn themselves.  Phylactery form powerful bonds with the reborn and grant them several quality of life improvements.

Lifeforce Storage:
The most well known and commonly used aspect of a Phylactery is it's ability to form a storage medium for lifeforce for the reborn it is bound to.

A phylactery can store the Reborn's balance rating *5 lifeforce.  It's capacity increases as the reborn's Balance/Quest/Direction increases.

Special powers:
Each phylactery has some form of special power.  Generally a unique ability and a single die bonus to a specific type of roll.  The Mummy STs decide a phylactery's special powers.  When players create one, it starts with no special power, but gains one over time as it is used.

Phylactery Creation:

In order for a reborn to create a phylactery, they must first complete the task of finding and retrieving a phylactery relic related to their past.  The first Phylactery must be found, not made.  Though it is still bound to an object of the Reborn's choice.

The first phylactery can be created without a ritual, as the Nefesh is already there waiting to be found, and must simply be bound to an object with the Amenti's will upon completion of the quest.

A reborn can undergo their Relic quest upon achieving 100xp.

Once the first phylactery is gained, the Reborn is allowed to craft additional Phylactery.  But the process is quite difficult.  First to remember is that a reborn can have more than one Phylactery at a time, but can never 'use' more than one at a time.  Only one can be 'active' at a time.  And the character must note which phylactery is currently active if they have more than one.

A character can never attune to more phylactery than he has total dots in balance.  A balance 5 amenti can attune to a total of 5 phylactery, using only one of them.  A phylactery that is destroyed still counts against this limit.

To create an additional Phylactery is a grueling process.

1st: The reborn must create a physical object to bind the Phylactery to.
2nd: The reborn must find a substantially important object to them in the underworld to make up the spiritual portion of the Phylactery.

For Amenti it should be a relic from their first or second life.
For the Wu Tian it should be a relic related to their house's elements, Fire and Air for the Wu Feng, Earth and Water for the Tian Lung
For the Teomallki it should be an item that is important to the ancestors.  If not the Malliki themselves.

3rd: The reborn must perform the greater shadow ritual, requiring that they first learn it, costing 10xp.

Upon completion of these three steps the new phylactery is complete.  If the reborn has another phylactery he must choose which is 'active' immediately.  To change which phylactery is active, the greater shadow ritual must be preformed again.

The Ritual of Greater Shadow
The Ritual of Greater Shadow is a hidden rite that each dynasty has a version of.  It is used to bind relics of the underworld, to objects in the living world, creating a phylactery.

Performing the ritual requires the expenditure of incense, candles, salt, and other materials equal to a resources 3 purchase.  Some of these materials are rare enough that individuals with resources 3 must roll their resources against difficulty 7.  Failure means that they cannot attain the required materials.  A botch reduces the reborn's resource rating by 1 dot.

The ritual is performed in the mortal world, above where the relic is in the underworld, generally where the Reborn leaves it before returning to the mortal world to perform the ritual.

The Reborn rolls Cha + Occult to perform the ritual against a difficulty of 7.  Two successes are needed to complete the ritual, but it can be rolled as an extended roll.  A botch does not destroy the relic, but does destroy the materials and the object intended to be used as the phylactery's mortal reflection.
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#3
Custom Multi-splat support rituals.

The following ritual has been researched by the Amenti for use in the multi-splat setting.

Ritual of the Cleansing Shadow
Type: Cascade Ritual
Dice Pool: Occult + Necromancy
Difficulty: Varies
Lifeforce: Varies

This ritual allows a reborn to use his Khaibit as a sort of spiritual cleanser, extending his soul's shadow over an area or person to drive out impurities and taint. To perform this ritual the caster must first purify himself by bathing, and anointing himself with oils and scents that reflect his heritage. (Sandalwood for Amenti, Tobacco smoke for Teomallki, and Jasmine for Wu Tian) Thereafter he meditates in the area that needs to be purified, or adjacent to the subject to be purified (In the same room). The cost and difficulty of this ritual depends on its level, and this cascade ritual can be purchased at necromancy 1, 3, and 5. The lifeforce cost is 3 for first level, 5 for third, and 7 for fifth. The difficulty starts at 7 for first, 5 for third, and 3 for fifth, to denote the ritual being far more powerful and capable of cleansing taint.

After a period of meditation dependent on the rituals level. Ten minutes for first, thirty for third, and an hour for fifth, the caster rolls Occult + Necromancy at the respective difficulty. A single success merely seals any taint that is in the area or person in question, preventing it from spreading. Two successes will purify lesser forms of taint, while five will purify greater forms of taint. Seven or more may be required to purify extremely corrupted areas or people.
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#4
Modifications to the Ba and Ka Backgrounds:

Due to their strength and ease of purchase in our setting, we're modifying Ka.  And adding 3 more soul related backgrounds that fit the other houses.

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 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, as well as to their intimidation rolls.

The Feral souls of the Sefekhi are terrifying.  As described in their liability.
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#5
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.
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#6
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
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#7
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.
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