Regarding 20th Anniversary Edition: At this time, there is no 20th Anniversary Edition of Mummy: the Resurrection. When crossover happens, we will interact with characters that have a 20th anniversary edition. Thus, for them, Technology is a knowledge, not a skill. Dodge exists for Mummy: it does not for them. This can be a little confusing in situations of crossover. The way that we will handle it is simple. However they have it is right. How we have it is right. When 20th anniversary edition comes out (or when I go through the painstaking work of making updates), characters will be given adjustments. For example, while I dislike the athletics is dodge rule, I will work with the ground rules of 20th anniversary. Anyone with dodge will have their dodge skill replace their athletics skill. Whatever dots they had in athletics (if any) will be moved for free, into a different talent of their choice. If their Athletics was higher than their Dodge, then the dots that they had in Dodge will be moved into another talent of the player's choice at that time. Technology will become a knowledge. The dots will move over accordingly, and this will just be how it was. No matter what, no one will be shafted on points. Other necessary changes will be made as needed. Please bare with Me.
Character Creation Rules: By and large, we follow the rules presented in Mummy: the Resurrection and the Mummy Players' Guide. With that being said, I require that all players build their characters according to the step-by-step directions found within Mummy: the Resurrection, on pages 56 and 57. Additionally, the website for our game has an expanded list of Merits and Flaws, both from the core and players' guide, previous editions (where appropriate), and some reasonable customs. In addition to this, I require one other thing of players. This is not to be overbearing at all, but to simplify the process of counting dots on the sheet and approving your characters: a tally list on your notes. What I'm listing here is just an example, one given that showcases the format that I'm asking you to use. This will make character approval a fast, smooth process, and I appreciate your assistance in this regard:
Stage One: The Second Life Stage One Freebie Points: (5) (2) Ability: Occult (from 3 to 4) (2) Secondary Ability: Area Knowledge (Name) (from 0 to 2) (1) Background: Resources (from 2 to 3) Total: 5
Stage Two: Rebirth Stage Two Attributes (2) (1) Stamina (from 4 to 5) (1) Wits (from 2 to 3) Total: 2
Stage Two Abilities (5) (3) Awareness (from 0 to 3) (1) Divination (from 0 to 1) (1) Alertness (from 3 to 4) Total: 5
Stage Two Freebie Points (17 = 10 + 7 from Flaws) (5) Attribute: Wits (from 3 to 4) (4) Ability: Awareness (from 3 to 5) (8) Advantage: Balance (from 1 to 3) Total: 17
It should not have to be said, but the list doesn't represent what Abilities, Attributes, etc, that a player is expected to take for their character. It is merely a layout of the format that I require, in order to speed up the process of approval. Note that secondary abilities are half cost. Thus, in the Stage Two Abilities section, each dot in a secondary ability counts as a half dot. Also be aware that if a secondary ability is a primary ability in any other system, that it is a a primary (if extra) ability, and not a secondary ability. Demolitions, for example, should not be half cost for the Reborn, and full cost for the Imbued. There is some contradictory information in the book. For the purpose of clarity, starting Sekhem is equal to the starting Balance of a character. As such, Sekhem has no freebie point cost.
MERITS & FLAWS Merits and flaws often represent holdovers from the mummy's previous lives or peculiarities of the joining that made him into one of the Reborn. The Resurrected can have merits and flaws found in Vampire: the Masquerade, Mage: the Ascension, or other Storyteller games, so long as said merits and flaws are not limited to a specific type of supernatural creature. The following list of recommended and disallowed merits and flaws is not entirely exhaustive, yet it provides a great standard by which to judge any merit or flaw that isn't on this list.
PHYSICAL Recommended: Acute Sense (any), Catlike Balance, Huge Size, Insensible to Pain (costs 3 points for Sefekhi), Smell of the Grave, Deformity, Disfigured, Child, Monstrous, Permanent Wound. Disallowed: Ageing, Bad Sight, Eat Food (mummies can already do so), Blind, Blush of Health, Deaf, Degeneration, Diminished Attributes, Efficient Digestion, 14th Generation, Infectious Bite, Lame, Mayfly Curse, Paraplegic, Primal Marks, Thin Blood, Disease Carrier.
SOCIAL Recommended: Natural Leader, Enemy, Hunted (or Witch-Hunted), Probationary Member. Disallowed: Prestigious Sire, Infamous Sire, Sire's Resentment, or any other that requires you to belong to a specific group of supernatural entities other than the Reborn.
MENTAL Recommended: Eidetic Memory and Amnesia (only for memories from the mummy's Second and Third Lives; the Memory Background covers memories from the First Life), Ability Aptitude, Concentration, Iron Will, Nightmares (particularly involving the character's First or Second Death). Disallowed: Deranged, Code of Honour (devotion to Ma'at effectively includes this concept), Prey Exclusion, Lunacy, Conspicuous Consumption.
SUPERNATURAL Recommended: Green Thumb, Magic Resistance (which affects Hekau, as well as vampire Thaumaturgy), Oracular Ability, Unbondable, Lucky (known as Bes' Blessing), Touch of Frost. Disallowed: Avatar Companion, Circumspect Avatar, Cyclic Magic, Devil's Mark, Manifest Avatar, Nine Lives, Repulsed by Garlic, Repelled by Crosses, Can't Cross Running Water, Grip of the Damned, Light Sensitive, Shattered Avatar, Storwarden, True Faith (Reborn get aspects of this with Balance, and more so with the merit: Blessing of Ra), Twin Souls (but see Soulmate), Unaging (mummies already have this ability). Also, all merits and flaws dealing with Sphere Magic, Disciplines, or other abilities that mummies don't have.
Merits:
Andean Native: (1) Your character's mortal form is a native of the Andes and is able to perform all activities in the cold, thin air, without a handicap.
Blessing of Ra: (3 or 7) Imbued with holy wrath, your character can turn away the foul minions of Apophis far more easily than other mummies. Reduce by two the difficulty of any Forbiddance attempt (Mummy: the Resurrection core, p.142). Additionally, creatures successfully banished by your character suffer one level of aggravated damage, as your righteousness scars their tainted soul. For seven points, your character also makes reflexive Forbiddance attempts whenever he touches a malign entity. Since this reaction is automatic, it does not require an action. Characters with either form of this merit have a golden nimbus surrounding their aura.
Clear Sighted: (5 – 4 for Sakhmu) You are able to see past all levels of vampiric Obfuscate, Chimestry, and other related Disciplines, Gifts, or similar supernatural powers of illusion, with a Perception + Alertness roll against the opposing power's level +3. The difficulty cannot exceed 10, however powers over level 7 should require additional successes. For example, seeing through a level 8 power should require 2 successes at difficulty 10, a level 9 should require 3 successes, and a level 10 power should require 4 successes. Sufficed to say, such higher-level powers aren't something that should be encountered very often.
Deja-Vu: (2 – 1 for Teomallki) Whenever your character encounters someone or something connected with a memorable First Life experience, the Storyteller should secretly roll your character's Intelligence + Memory. The difficulty of this roll depends on how vivid or important the experience was, while the number of successes determines the clarity of recall. One success is enough to get a vague sense of familiarity, while five successes triggers a complete five-sense flashback. Obviously, characters without the background, Memory, cannot take this merit.
Divine Emissary: (7) Like Udja-sen, your character is not bound to the Web of Faith. If reduced to zero lifeforce, he may continue to regain his spiritual power normally, without succumbing to semektet. Mummies with this merit are greatly prized as agents in foreign lands, and ambassadors to other Reborn. Wu T'ian and Capacocha can also take this merit, freeing them from the dragon nests of the Middle Kingdom and the boundaries of the Teomallki's Andean homelands, respectively.
Dragon Nest: (1-5) Your character has been entrusted with a wellspring of Chi, one of the few places of spiritual power left in the Middle Kingdom. At a dragon nest, all attempts to recover Lifeforce with the Blessing of Heaven automatically receive a number of extra successes equal to the value of this merit. Remember that this wellspring is a priceless treasure. Unscrupulous shen may try to steal its power, and demons will certainly want to defile it for their own twisted ends. The Amenti version of this blessing is called, “Oasis,” while the Capacocha have their own, “Wellspring,” which functions much the same.
Fascinating Gaze: (2) The eyes are the windows to the soul, and your character's are particularly engaging. Something about his eyes draws and holds the attention of others. They might be an unusual colour, have a particular shine to them, or somply seem to reflect the wisdom of the ages. Your character's come-hither look can melt the coldest heart, while his intimidating glare is like the paralyzinig stare of a viper. Reduce the difficulty of any social roll in which eye contact is made throughout by two.
Gift of Ma'at: (3) Attuned to the ways of Balance, your character can naturally sense the presence of those who serve or oppose the cosmic order. Whenever anyone with a Balance or Corruption rating enters the range of your character's natural senses, your Storyteller should secretly roll your Balance (difficulty 8). Success reveals the presence of a righteous or unrighteous being somewhere in the area. It is up to your character to determine who – or what – triggered the sense.
Gift of Thoth: (5) Like the legendary magicians of ancient Egypt, your character is especially gifted in the use of a particular Hekau path. Choose one path (most likely your character's Dynasty's specialty, although this doesn't have to hold true). Sekhem costs for all spells and rituals of that path are halved (round up).
High Pan Tolerance (3 – 1 for Sefekhi) Your character can shrug off the effects of injury more easily. Reduce all of your character's wound penalties by one point. The Amenti functions as if he is unhurt when Injured, Injuried when he's wounded, and so forth. Your character still suffers damage normally, and he still drops when he's incapacitated.
Imhotep's Blessing (4 or 7 - Khri-habi only) Your Khri-habi has an even greater ability to heal with a touch than other Khri-habi, who manifest their Purpose. Most Khri-habi can touch themselves or another and heal 2 levels of Bashing damage or 1 level of Lethal damage per success on their player's Balance roll. Your Khri-habi has an even greater ability to heal, restoring 2 levels of Bashing or Lethal damge or 1 level of Aggravated damage per success on the same roll. Imhotep's blessing is even more evident in these rare Khri-habi, who have the strongest connections to their Ba. Khri-habi with the 7pt version of this Merit heal 2 levels of Bashing, Lethal, or Aggravated damage per success on a Balance roll, when they touch themselves or another in an attempt to heal through manifesting their Purpose. Immune to Disease: (3) The powerful Sekhem in your character's body renders him immune to normal diseases and infections. As long as the Amenti has at least one Sekhem point, he cannot become infected with any non-magical disease. If his Sekhem drops to zero, your character becomes just as vulnerable to disease as anyone else. If your character is infected, but he restores his Sekhem later, the disease's toxin rating decreases by the Amenti's current Sekhem rating. If the toxin rating drops to zero, your character is cured. For information on diseases, see Chapter Five of the Mummy: the Resurrection core rulebook.
Immune to Poisons: (3) Your character's strong Sekhem protects him entirely from normal poisons, although poisons and potions created using Alchemy still affect the Amenti normally. If his Sekhem drops to zero, your character becomes vulnerable to poisons. If your character is poisoned, and he restores his Sekhem later, the poison's toxin rating decreases by the Amenti's current Sekhem rating. If the toxin drops to zero, your character purges the poison completely. For more information on poisons and their effects, see Chapter Five of the Mummy: the Resurrection core rulebook.
Insensible to Pain: (5 – 3 for Sefekhi) Your character feels no pain. Ignore all wound penalties until he is dead.
Legendary Ability: (4) Your mummy possesses the potential for superhuman proficiency with one particular ability. This ability may be raised up to 6 dots. Should your mummy ever reach greater enlightenment, allowing for other abilities to reach this pinnacle, his legendary ability will reach even greater heights. At Balance 6, this one ability can be a 7, at Balance 7, it can be 8, and so on. At Balance of 10, it provides no further benefit, save that if his balance rating should fall, that one ability will maintain its higher potential than all others. Legendary potential confers other benefits, aside of being able to surpass one's peers (even without a 6th dot). Once per game session, when a roll is made using your legendary ability, your Storyteller should allow you to reroll any roll that comes up as a failure or a botch. The new result is applied whether it is better, worse, or the same as the previous attempt. Of course, when rolled in conjunction with a legendary ability, the results can be truly frightening. Storytellers may choose to disallow that combination. In addition to being able to reroll the specific ability that benefits from this merit, the target number of all rolls made using your legendary ability are reduced by one, to a minimum of 3. Characters that excel in such a way are certain to draw notice. Other Reborn may come seeking them out as mentors, as might other supernatural beings. Hunters and other enemies (including agents of Apophis), who become aware of your distinct advantage will consider you to be a higher-priority target. Having others seeking you out as a mentor has obvious rewards, however, as your legend spreads, this will often happen at the worst possible time, creating all manner of inconveniences. The Storyteller is encouraged to take advantage of his fact. When making your character, this merit applies to the Third Life. As such, this ability may be taken to 6 dots by means of Stage Two bonus abilities, by State Two freebie points, or through experience points earned in game, after the fact. Also, while Secondary Abilities are less expensive to develop, the potential for a sixth dot (and higher later) is a powerful edge. This merit does not have a reduced cost when applied to Secondary Abilities.
Legendary Attribute: (5) Your mummy has a superhuman attribute, something in which he has the potential to be greater than human. Although this attribute is not necessarily automatically better, the mummy could potentially exceed the bounds of human ability. Such a gift is rare and precious, and many Reborn with this capacity never even manage to fulfil their true potential in their first century of existence. In your character’s legendary attribute, your character has the potential for a rating of six dots. Thus, your mummy might have the Strength of Apis or the Intelligence of Thoth. This merit does not confer such a rating automatically; it must still be purchased with attribute points, freebie points or experience. In addition to the potential for inhuman power, your character has some miraculous capability tied to that attribute. A mummy with legendary stamina might have the ability to roll soak against aggravated damage, for instance, while a mummy with legendary wits might be able to shift his initiative category by one place in any given turn automatically. This power is generally automatic, and it is subject to the Storyteller’s approval. Its potency varies with the character’s actual Attribute rating, so a character with a legendary Stamina of 1 has a weak legendary power that might grow with time and experience. This Merit obviously has the potential for abuse, and it is not appropriate for all chronicles or characters.
Light Sleeper/Sleepless: (1-3) The Great Rite changed your body in such a manner that you need less sleep than you used to, before the Second Death. Perhaps you don't even need sleep at all. For one point, you need only four hours of sleep per night; for two points, you need only two hours of sleep. For three points, you cannot sleep, and the land of dreams is forever forbidden to you, unless you're knocked into a coma or forcibly put to sleep through magical means.
Mallki Prestige: (3) Maybe you were a great hero among the Capacocha in your First Life. Maybe you befriended one of the ancients more recently. Whatever the reason, your name is known to the surviving mallki of your suyu – and perhaps beyond. You have powerful friends, upon whom you can call for aid, but your reputation will likely attract equally powerful enemies, and perhaps a jealous rival or two (assuming that it hasn't already). Obviously, only Teomallki may take this merit.
Noble Bearing: (1) Perhaps your character's tem-akh was of noble blood (or, for those with Lesser Resurrection, perhaps you were of noble blood), or perhaps that blood flows in the veins of his khat. For whatever reason, your character has a noble bearing and manner befitting a king or Pharaoh. Others take notice and heed the Amenti's words. Reduce the difficulty of any social rolls in situations where your character can bring his force of personality to bear, by two. The Storyteller has final say on situations in which this benefit might apply.
Osiris' Gift: (1) Your character has a gift for cultivating flora, even in the desert. He can make grass grow, flowers bloom, plants sprout, and so forth, with a simple touch. Plants tended by your character always do well, although they must survive in the natural environment, on their own, once the Amenti has left them behind.
Precognition: (4 – 3 for Mesektet and surviving Cabiri) You are the mouthpiece of Ra (or whatever diety you follow). He speaks to you in signs, portents, visions, and images. Some visions may be precognitive; others might offer warnings or advice. You cannot request or induce a prophetic vision, though; they come on their own. Such visions range from the obvious to the symbolic. The exact nature and content of the visions are up to the Storyteller. This merit should provide dramatic moments, and players should not come to rely upon visions at the expense of clever play.
Seductive: (1) Filled with vibrant life, each Amenti is a naturally sensual being. Your character finds that others are particularly drawn to him. It may be smoething about his appearance, manner, bearing, or simple joie de vivre. Still, your character is likely to earn more than his share of bitter rivals (as well as, possibly, angry, jilted paramours and spouses). Reduce the difficulty of any seduction rolls, and likewise reduce the difficulty for any subterfuge attempts that exploit your character's sensuality, by two points.
Soothing Voice: (3) Your voice is calm and soothing, almost entrancing. You may add two dice to all rolls that directly involve use of your voice – singing, debating, leading, etc. Note that this may include some Nomenclature spells or rituals, provided that these spells involve compelling or commanding another being. It will not aid such spells or rituals that don't have a social component, such as Asking the Trees or Forgetting the Stone. Some common sense should be applied, and the Storyteller has final say on when Soothing Voice should not count.
Soulmate: (4 – Amenti and Teomallki) Your Tem-akh was especially strong, and more than one piece of it survived the Dja-akh, creating a literal soulmate. The other piece went to another Amenti with an identical Inheritance. When in physical contact with your soulmate (in the Lands of the Living or the Lands of the Dead), the two (or more) may share Sekhem (Lifeforce) and use Hekau as one, taking the highest rating in Hekau and temporary knowledge of spells and rituals. Through the use of the skill of Divination, your character will always be able to pinpoint his soulmate (or soulmates) and vice-versa. Use of Celestial Hekau, for greater divination into the fate and state of being of your character's soulmate is considered to always have an automatic success (meaning that you can never botch). If one soulmate dies, the other(s) must make a Willpower roll, difficulty 8, to avoid following the other(s), due to psychic shock. Failure induces a coma that lasts for (11 – Balance) days. A botch on this roll results in the character entering a Death Cycle and following the fallen soulmate into Duat. He must wait until his soulmate has resurrected before the power may again be shared, unless both (or more) soulmates are on the same side of the Shroud. Fortunately, for those Resurrected with multiple soulmates, one must only wait until at least one soulmate has resurrected, not for each joined mummy. Reborn can reap the benefits of this merit while they're spirits in Duat, so long as both (or more) of the soul twins are in the Underworld together (or the deceased have manifested physically, in the Land of the Living, such as with the Necromancy spell: Manifestation). If one or the other is currently in Duat, the connection between remains dormant, until they're both on either side of the Shroud. NOTE: The characters cannot be the same Dynasty, as the original Wraith was split into two or more parts, which separately became the Tem-akh for your Amenti. The characters connected in this manner may not be played by the same person. Teomallki may also have this merit, but it can never be between more than two Teomallki.
Two Hearts: (3) Your character is a witch, who has two hearts. Therefore, he can survive a shot or strike that would kill another person. The Storyteller will have to determine when your character's extra heart would be able to save him (e.g., it would not help against strangulation, decapitation, or burning to death).
Uncarved Block: (1) Your character is naturally “natural,” and can enter a state, called “pu” - being “like a block of wood, not carved.” Anyone seeing him, speaking with him, or knowing anything about him will assume that he is simply an ordinary person who is doing ordinary things, such as a common peasant, worker, or student. This merit adds one point to Arcane or to any dice pool intended to convince anyone that he is merely what he seems. Note that this will not work if the character is doing something grotesquely unnatural or inhuman, such as performing Hekau spells or rituals wherein the onlooker can observe him exhibiting skills that on one could possibly have.
Unity of Being: (5) Your character does not distinguish between flesh and soul, existing as a single physical entity. Although he looks and feels completely human, the character is actually an embodied spirit. If killed, he evaporates and re-materializes at the Gates of Heaven (or in the underworld) at the Incapacitated health level. Any other time that the character's spirit must return, his entire being transports to his relevant celestial realm. The advantage of this state is that one only ever needs a single success on a resurrection roll to materialise in the Lands of the Living. The disadvantage is that resurrection rolls heal no lost health levels, and fate alone dictates where the character re-materialises. Fortunately, what ever agency controls his return ensures that he will never appear in front of witnesses.
Flaws:
Anachronism: (5) Something went wrong with your character's joining. Perhaps the mortal spirit was too weak or too far gone. Perhaps the cultists made a minor error when they performed the Spell of Life. Whatever the reason, the mortal psyche has fled, leaving only the tem-akh's scarred personality in control. Therefore, your character has awakened in a strange, new world, with incomplete memories of his First Life, in Egypt. Your character has no memories of his Second Life, and he can only recall his First Life by using the Memory background (Mummy: the Resurrection p.66). At character creation, your character has access to only those skills that his tem-akh could have known. Therefore, the character may have no modern abilities, such as computer or firearms (including speaking a modern language). Also, no starting ability can have a rating higher than your character's Memory score. The Amenti can learn modern skills with practice (and experience points). Your character also has difficulty pretending to be whoever he appears to be, resulting in possible trouble with ties from his Second Life.
Bound Head: (1) Your character's head was artificially flattened in childhood, by his own people, giving him a bizarre appearance. This does not affect mental attributes, but appearance counts only for your character's own people. For all others, appearance will be at least two points lower, although not below 1. In addition, everyone stares at your character everywhere that he goes, and anthropologists will likely be bothering for interviews all of the time.
Chains of Chi: (1) Geomancers (practitioners of Feng Shui) seek and map the rivers of force flowing in the body of the Earth, using south-pointing needles and other mystic tools. Some immortals are cursed by their vulnerability to the Earth's forces and cannot move or act against the flow. You have three fewer dice when you try to move against the natural flow of Chi in any place, at any time. This may make you unable to drive a car, even forcing you to remain motionless in times of major Chi activity. The Storyteller may map the flow and patterns of Chi in any given place, but will not reveal the complete scheme of things to you.
Character Curse: (2 to 5) You cannot see, hear, speak, or write a commonly used Chinese character. This incapacitates you and can be a very annoying problem. To represent this flaw, the Storyteller will choose a common syllable or short word. Any time that your character sees, hears, or speaks the word, you will take a number of levels of bashing damage equal to the points of the flaw. The damage may be soaked with stamina (difficulty 7), but the character's pain is obvious to anyone around and will continue as long as he is force to remain in the presence of the word. He will take the damage at the beginning of each new scene, unless he manages to somehow shield himself from the cursed icon's presence.
Flashbacks: (2) Your character sometimes recalls some traumatic experience that he experienced in one of his past lives. Additionally, your character may mistake people, places, and things, for similar ones in his memory, and he may act on these erroneous conclusions. Make a Willpower roll at a +1 difficulty whenever the Amenti is in a situation similar to that experience, or when he encounters something that reminds him of it. On a success, your character avoids being overwhelmed by frightful memories during that scene. If you botch the Willpower roll, your character becomes almost catatonic, entirely lost in his recollections. Instead of making the roll, you can spend a point of Willpower to ignore the effects for one scene.
Forsaken of Thoth: (6) Although you possess immortality and the powers of your Balance, you are forever denied the magical heritage of your brethren. You do not begin play with any Hekau paths, and you cannot ever learn any Hekau, aside from your primary Hekau path. Those cursed with this flaw are restricted to the study of one path for their entire existences. In addition, their rating in this one path may never exceed five, regardless of their Balance score.
Karchakka: (7 – Teomallki and Capacocha only - BANNED) Your character's sexual partner is a relative (sibling or cousin), or this was true of his parents. The mummy is a damned creature, a karchakka, or “were-llama”. Whether or not your character is aware of this, it has cursed him. He will, at times, become a beast of some kind: llama, ox, or moose are all possible. It is important to note that karchakka are not true shapeshifters, so they can't change voluntarily. The chance can happy at any inconvenient time, usually at night. Your character's enemies will try to catch him in beast form, either to kill him or expose him as a pervert, and the mummy will do anything to keep this secret safe. Should it become known, everyone will shun the character, and even former friends and loved ones may wish him harm.
Kusna: (1 – Uchnumallki) Your mallki was “made” by smoking over a fire, and it shows. He is a kusna, a “smoked” mummy. In all mortal manifestations, the character has a “burnt” or smoky smell. Everyone notices this odour, and some hunters may even be able to use it for tracking. Also, fire causes one extra health level of damage to the character's form.
Lesser Resurrection: (3) This flaw can only be taken by certain non-Amenti. Examples include: Cabiri, Ishmaelites, and ancient Capacocha. For such mummies, this flaw also allows breaking of the normal 7-point Flaw cap, instead making it 10. This flaw is also mandatory for such character types. Some renegades left from earlier resurrections have avoided the new Spell of Life, due to fear of the judges or Horus, or for some other reason. Such rebels suffer the condemnation of the Shemsu-heru and related cults. Your character is one of the Shaunkhsen, also called the Lifeless. The mummy is alive, but not perfectly. Your character has all of the physical properties of life, but he has no true life force. Such an unfortunate mummy may not have children, and he registers as unusual to any superantural senses that detect deficiency in the life aura. Having this weaker link to life, you must succeed on a Stamina roll when your character is Incapacitated, to keep him from dying. This Flaw also renders the mummy's blood stale and devoid of sustenance to vampires.
Lifeblood: (5 – 2 for Udja-Sen or 4 – 1 for Udja Sen) Like the Udja-sen, your character cannot draw Sekhem from any external source, including the Web of Faith. Instead, the mummy must expend his own lifeforce. Your character has no Sekhem to spend. Any time that your character would use Sekhem, he must spend the corresponding number of health levels (in bashing damage), instead. The 4 point (or 1 point for Udja-Sen) version of this flaw works almost the same way, however, once your character has reached his Crippled health level, he can draw from his own lifeforce even further, and at greater peril. Such mummies may convert basing levels to lethal, to draw upon even more stores of power, should the need arise. With either version of this flaw, your character cannot have the merits: Immune to Disease, or Immune to Poisons.
Limited Resurrection: (6) Like the Maalki of old, your character cannot return to life if his body is destroyed. Although the new Spell of Going Westward still shields the corpse from decay, he can never again resurrect, if his body suffer damage beyond the Crushed/Burned level. If this occurs, he must wait in the underworld until his spirit is once again summoned from someone in the living lands, to join his earthly form.
Offensive to Animals: (1) Something went wrong with the Great Rite, which has left a hint of your Khaibit exposed. This has subtly marked you in a manner that makes animals uncomfortable around you. You have a two-die penalty in any actions involving animals. If your character has the Companion background, such animals are an exception to this rule.
Probationary Member (3) Your character is not entirely trusted as a member of an organisation, such as the Cult of Isis. Older members look upon him with suspicion, and they don't trust him with the group's secrets or any major responsibilities. On the other hand, if there's drudgery to be done (or a suicide mission), you can bet that they'll pick your character to do it.
Ra's Rest: (3 – 1 for Mesektet) When night falls, the sun god falls into the sleep of death, as his great barge sails through the underworld. According to legend, the dead stand guard over Ra's body and fight off the demons of Apophis, who seek to consume him and keep the sun from rising again. Whether your character seeks to protect Ra, or he is bound helplessly into the sun god's rhythm, the Amenti follows Ra's cycle of death and life. Each night, when the sun sets, your character falls dead and does not return to life until dawn. Sunrise does not repair any damage that the Amenti suffered during the night. It is possible that your character could be hurt badly enough that he plunges into an actual death cycle. When dead due to the sun having fallen, your character has the benefit of the Ka's protection of the khat, however his Ba is asleep. It does not journey through Duat.
Rotting: (3 – 5 – Requires Lesser Resurrection) Something happened to your khat while you were dead. Although you are not missing any limbs (unless other flaws require this), your skin is rent and missing in places, so that muscle and other tissues show through. The difficulties of social interaction rolls with mortals increase by one to three points, unless you conceal or disguise this damage. As you are a living being, this can make you more susceptible to disease, at the Storyteller's discretion. For 3 points, your appearance score is reduced to 0 without proper concealment and/or cosmetics, and you receive a +1 difficulty to resist diseases. For 4 points, the difficulty to resist diseases is a +2. For 5 points, no amount of concealment can hide the stench of rot seeping from your body. The difficulty to resist diseases is a +3, and magic used to cure you of sickness receives a +1 difficulty penalty. There is a strong likelihood that your condition is responsible for most of your trips to Duat. Reduce the point value of each version of this flaw by 1 point, if you have the Merit: Immune to Disease.
Slow Healing: (3) Your character has difficulty healing injuries to his khat. The Amenti's natural healing rate is half that of a normal person, and special healing methods (such as alchemical potions and other forms of Hekau)are only half as effective.
Soul Tag: (3) Your soul is bound into a part of your character's physical self, such as a queue of long hair, a beard, uncut nails, genitalia, or even bound feet. If the part of you is removed (haircut, castration, unbinding of feet), you will lose your character's soul and must pass on to another incarnation. The soul can be “summoned” back by powerful Arts, as mentioned in the ancient poem, “The Summons of the Soul,”this may not work. If your character's enemies know of this flaw, you can be in serious trouble.
Soul's Reflection: (1 – Amenti and Teomallki) In mirrors and other reflections (including conventional photographs, not not video) your character appears as he did in his First Life. For instance, the Amenti might appear in reflection as an African woman, despite having the khat of an Englishman in current times. Obvious, this flaw can sometimes cause problems with hiding your character's Undying nature.
Sterile/Impotent: (1 – Amenti/Teomallki/Wu T'ian only) According to legend, Osiris was torn apart by his murderous brother and returned to life, emasculated, because the birds of Isis could not find his phallus. Your character suffers from a powerful link to that bit of the ancient story, and even the new resurrection has not overcome it for some reason. Although your character lives and is not actually missing any organs, he is infertile and sexually important. Sefekhi may not take this flaw, since they have already duplicated its effects in their gruesome ritual of rebirth. Teomallki and Wu T'ian may have this flaw, although for them, it doesn't represent a mystical connection to Osiris. Instead, it represents a minor flaw in the performance of the Spell of Going Westward, or a minor imperfection in the Elixir of Eternal Life.
Technophobic: (5 or 2 – Imkhu, Cabiri, Ishmaelites, and similar ancients, or newer mummies with Anachronism, only) The blossoming of technology over the last 150 years, and the way it reaches into every part of life, makes you very uneasy. You see technology as a dark, unpredictable force, far more inexpicable and threatening than the familiar magic and superstition with which you grew up. Some of the newer contraptions seem to be controlled by some malign intelligence, and a few of them seem as though they're personally out to get you. You have a two-die penalty on all attempts to deal with devices powered by steam, internal combustion, or electricity. This is a five-point flaw for ancient mummies. For newer Reborn that suffer from the Anachronism flaw (Mummy: the Resurrection, p.69), this is only a two point flaw, due to the severe problems faced by such Resurrected. Either way, welcome to being a modern-day Luddite.
Throwback: (1 to 5) Your character's tem-akh exerts unusually strong control over his personality. Wheneve ryou wish to take an action that your ancient half finds objectionable (Storyteller's discretion), you must roll Willpower against a difficulty of your Memory + 3. If you fail this roll, you may not carry out the contested action, although you can always try it again later. A botch leaves the character unable to perform the action for the remainder of the scene. The value of this flaw equals your character's Memory rating.
Touch of Death: (4) Unlike other Amenti, your character paid a heavy price for his release from the Lands of the Dead. He carries some of the power of death within him, affecting whatever he touches. Simple living things, such as plants and insects, wither and die at your character's touch. Hardier creatures also suffer damage, losing one health level for every hour after the first, in which they remain in contact with your character. The injured and ill cannot heal in the Amenti's presence. Healing spells and rituals are at a +1 difficulty, if they are performed within three yards of him. Your character can heal normally, but he suffers the increased difficulty if someone tries to use healing magic on him. Your character is likely to be shunned or pitied by others for this curse. This Flaw is most common for Sefekhi mummies, as well as the Shaunkhsen, and it is often coupled with the Gift of Thoth in Necromancy.
Vengeful Illi: (2) Your character's ancient half still harbours bitterness toward the Spanish invaders and their descendants (or perhaps a more recent group, in the case of Uchumallki). As a result, he automatically assumes the worst about everyone associated with his “enemy” and gladly picks fights over the slightest provocation, unless he forces himself to swallow his hate. He must succeed on a Willpower roll (difficulty 8), or else spend a Willpower point to resist jumping into conflict with the offending person.
Vulnerable to Eclipses: (1) The life-giving sun or moon endanger life when their power is withdrawn. This flaw means that during a solar or lunar eclipse, some of your character's powers will weaken: personal effects will fail, break, or even shapeshift into dangerous vermin, and Hekau will be impossible. The Storyteller determines what effects occur when an eclipse strikes, but they should be serious. Legends tell of weapons breaking during battle, tools and furniture becoming snakes or scorpions, and the most powerful of spells failing.
Last edited by Vil on Sun May 31, 2015 4:14 pm, edited 1 time in total.
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