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  • Octavo
    started a topic Mummy: the Curse 2E Conversion

    Mummy: the Curse 2E Conversion

    Mummy: the Curse - 2E Update
    Builds on material from the White Wolf forums by JMobius

    Purpose for this hack
    I am a bit of a crossover fiend, and I want to make Mummy: the Curse mechanically compatible with Demon and the other Second Edition games. Also, I think that the Aspiration system and custom Memory Conditions can strongly reinforce the themes of Mummy.

    Limitations of this hack
    Modifying every single power to be in line with 2E games would take a lot of work and ultimately, it would generate a huge list of errata, which would make the game harder for me to run. Specifically, I won’t be modifying how ghosts are handled and I won’t be getting rid of the derangements inflicted by Utterances. I might convert some of those derangements into conditions in case they end up being inflicted on player characters, such as cultists. Also, too many powers key into the static list of Virtues and Vices, and I don’t know of an easy way to handle converting all of them to handle the 2E freeform Virtues and Vices without creating a giant list of errata.

    Character Creation and Experience costs

    Starting Experiences

    Starting mummies get 5 Experiences
    Acclimatized Arisen get 10 Experiences
    Descent Veterans get 20 Experiences
    Legendary Immortals get 40 Experiences

    Experience Costs

    Attributes - 4 Experiences
    Skills - 2 Experiences
    Skill Specialties - 1 Experience
    Merits - 1 Experiences per dot
    Willpower Dots - 1 Experiences
    Affinity Favored by decree, guild, or judge - 3 Experiences per dot
    Other Affinity - 4 Experiences
    Utterances - 3 Experiences
    Defining Pillar - 1 Experiences per dot
    Other Pillars - 2 Experiences per dot
    Memory - 3 Experiences

    Special considerations

    Attributes
    Mummies gain a beat for raising any attribute.

    Fated Affinities
    If a player buys a Fated Affinity, the character gains a beat.

    Affinity liquidation
    Liquidating an affinity grants 2 Experiences.

    Sebayt
    When the rules indicate that an Arisen earns Sebayt experience points, instead grant Sebayt beats. Five Sebayt beats equal one Sebayt Experience. Sebayt Experiences can only be spent on Memory and each expenditure to increase memory must use at least one Sebayt Experience.

    Cults
    The cult merit, while complex, relies on the Merit system, which means its costs seamlessly translate from 1st ed to 2nd ed. Two points of clarification seems necessary. First, to gain any cult benefits from selecting a type of cult, the player must first invest in at least one point of Reach or Grasp. Second, Reach and Grasp benefit from the Sanctity of Merits rule.

    Modified Traits

    Aspirations
    Arisen characters typically receive three aspirations, just like mortal characters. In rare cases, they will receive a fourth. They are selected as follows:
    • Personal goal - selected by the player character. If the Mummy attains Apotheosis, all three aspirations are personal goals.
    • First Purpose - Typically chosen by the cult that summons the Arisen, but if a mummy wakes due to the disturbance of their remains, and the plunderer escapes long enough for the mummy’s Memory to rise above 0, then Vengeance becomes the First Purpose. During a Sothic awakening, a mummy may select their own aspiration instead of a First Purpose.
    • Acquire vessels - This aspiration represents the constant urge to seek out and collect relics and vestiges. This aspiration refreshes itself when resolved, and it even persists through a Sothic awakening. Note - this aspiration grants a beat when the Arisen acquires a vessel, not when the vessel is sent to Duat.
    • Final Purpose - Rarely, Arisen will acquire a fourth aspiration related to the goals of their Judge. See MtC p 24. Arisen can no longer receive a Final Purpose if they attain Apotheosis.
    Language

    Instead of paying an experience to gain a new language after character creation, instead discard a beat. If the character has no beats, then they are put into debt. This modifies MtC page 79.

    Memory
    When the Arisen commit cruel acts or damages their identity, they suffer breaking points that can cause their respective memories and personalities to be suppressed.

    The dice pool is listed by the Memory rating + any circumstantial modifiers.

    Memory 10 (5 Dice)
    Concealing one’s identity.
    Disregarding the feelings of mortals.

    Memory 9 (5 Dice)
    Failing to meditate upon one’s Pillars daily.
    Harming one’s Cult in service to the Judges.

    Memory 8 (5 Dice)
    Pursuing one’s Judge’s purpose to preserve one’s Sekhem.
    Accidental injuring another

    Memory 7 (4 Dice)
    Destroying any remnant of the Nameless Empire.
    Sending a familiar Mummy into henet.
    Intentionally injuring another

    Memory 6 (4 Dice)
    Losing possession of a vessel created by one’s guild.
    Grand theft (burglary).
    Intentionally supernaturally damaging someone's mind.
    Torture

    Memory 5 (3 Dice)
    Destroying a vessel created by one’s guild.
    Intentional, mass property damage (arson).
    Accidentally killing

    Memory 4 (3 Dice)
    Allowing one of one’s vestiges to be destroyed.
    Impassioned crime (manslaughter).

    Memory 3 (3 Dice)
    Allowing anyone stealing from one’s tomb to go unpunished.
    Planned crime (murder).

    Memory 2 (2 Dice)
    Committing “suicide” by intentionally burning out one’s Sekhem or
    destroying one’s body.
    Casual/callous crime (serial murder).

    Memory 1 (2 Dice)
    Destroying evidence of one’s mortal life.
    Utter perversion, heinous act (mass murder).
    Killing one's Sadikh

    Special Circumstances

    Here are a few breaking point modifiers. The design goal here is that if Mummies suffer breaking points in defense of something or someone key to their identity, then they should have an easier time on the roll. Total modifier should never be greater than +/- 5 dice.


    Modifier / Breaking Point
    +1 Character is acting in accordance with her Virtue, Vice, or Decree.
    +1 Character is protecting a beloved cultist.
    +2 Character is protecting a Sadikh.
    -1 Character is acting against a Mummy seeking Apotheosis.
    -2 Character is destroying information related to Apotheosis.

    Roll Results
    Dramatic Failure: The character’s memories and sense of self has been warped and damaged. Lose a dot of Memory and choose from the following Conditions (or create a new one with Storyteller approval): False Memories, Fugue, or Madness.
    Failure: The character’s world view has been shaken and she probably questions his sense of self, her own moral worth, or his sanity. Lose a dot of Memory and choose one of the following Conditions (or create a new one with Storyteller approval): Lost, Detached, or Chastened.
    Success: The character has come through the breaking point intact. She might feel guilty or upset about what happened, but she can cope. Choose one of the following Conditions (or create a new one with Storyteller approval): Guilty, Inspired, Flashback. Gain a Sebayt Beat.
    Exceptional Success: The character somehow manages not only to survive the breaking point, but to find meaning in it, to reaffirm her own self-identity, or to pass through fire and become tempered by it. The character takes a Sebayt Beat and regains a point in his Decree Pillar.

    Falling into Duat

    If an Mummy is above the default rating, then descending into Duat (unless the Mummy

    rose in response to a disturbed tomb) will cause Memory to drop by one point.
    Before the Guilds were reformed during the era of the 1st Sothic turn, the default of Memory was 1. By the modern era, that default has been raised to 3.

    Memory related conditions
    All beats gained by resolving a Memory related condition are Seybat beats.

    False Memories (Persistent)
    You remember something that never really happened — maybe you think that your high priest served your enemies in a previous Descent, that a doppelganger has replaced your Sadikh, or that that you were originally a Pharoah of Dynastic Egypt and not a servant of Irem. You believe your memories to be true no matter what; even conclusive proof has a hard time getting through to you. Being faced with proof that your memory is fake is a breaking point for you at a level set by the Storyteller.
    Possible Sources: Memory loss.
    Resolution: Face proof that your memory is false and succeed at the breaking point, or gain a point of Memory
    Beat: Your character trusts someone or takes a risky action based on his faked memories alone.

    Fugue (Persistent)
    Your ability to form new Memories and assert your identity has been fractured. You are prone to blackouts and lost time. Whenever circumstances become too similar to the situation that led to the character gaining this Condition, the player rolls Resolve + Composure. If you fail the roll, your character’s Memory rating temporarily becomes 0, as though your character had just returned from henet. You may still roll to ward off a breaking point as described on page MtC 76.
    Possible Sources: Memory loss.
    Resolution: Regain a dot of Memory, lose another dot of Memory, or achieve an exceptional success on a breaking point.
    Beat: You enter a fugue state as described above.

    Madness (Persistent)
    Your character traumatic loss of Memory has jarred her loose from reality. This isn’t a mental illness born of brain chemistry — the Deathless Sahu has no brain chemistry. This madness is the product of a sudden loss of self, sometimes prompted by terrible deeds performed in the service of alien gods. The Storyteller has a pool of dice equal to 10 – (character’s Memory). Once per chapter, the Storyteller can apply those dice as a negative modifier to any Mental or Social roll made for the character.
    Resolution: Regain a dot of Memory, lose another dot of Memory, or achieve an exceptional success on a breaking point.
    Beat: The character fails a roll because of this Condition.

    Lost
    Your character has no idea where she is or how to reach her target or why she is where she is. Characters with the Lost Condition remove one die from their Composure dice pools. This does not influence derived traits; it only influences dice pools that use these Attributes. A Lost character cannot make any headway toward her goal without first navigating and finding her place. This requires a successful Wits + Streetwise action (in the city) or Wits + Survival action (in the wilderness). If she cannot remember her goal, then the above roll will allow her to find her Tomb.
    Possible source: Memory loss, arriving alone in a new city.
    Resolution: Your character gives up on reaching her intended destination, or she successfully navigates as described above.
    Beat: You are forced to admit to a Cultist that you have lost your bearings.

    Detached
    Your character has lost more than her Memory - she’s lost her emotional connection to her memories. Your character suffers a –2 on any Social rolls against anyone connected to his past, including members of her meret or Cultists from previous Descents. This penalty applies to a First Impressions roll she makes with a Mummy who does not remember her.
    Possible sources: Memory loss
    Example Skills: Subterfuge, Socialize, Persuasion
    Resolution: Gain a point of Memory, regain an emotional connection with people from your past.
    Beat: Gain a Sebayt Beat when an friend expresses emotions to you that you cannot reciprocate.

    Chastened
    The loss of Memory has caused your character to stop caring about her personal goals as nothing matters but the will of the Judges. She may not gain beats from achieving the Personal Goal Aspiration.
    Possible sources: Memory loss, Guild discipline
    Resolution: Gain a point of Memory, raise a Pillar rating, discover something that makes you doubt the Judges.
    Beat: Take an action showing that you internalize the goals of your Judge to the exclusion of your own. Example: Anakhem the Silver Vizier was uncommonly kind to his cultists for centuries and allowed them any religion they chose, but after being Chastened by Artem-Khet, he has violently purged the members of his cult who are involved with the leadership of the corrupt religion “Panography” and has instituted mandatory worship of Azar.

    Flashback
    You remember something immediately important from a previous Descent or Sothic turn. Perhaps you remembered the name of a Shuankhsen or found out a terrible truth about one of the six Guilds. Gain 9 again when acting on this information. Lose 10 again on all other actions until you act on this information.
    Possible Sources: A Storyteller-guided flashback session. A success on a Memory breaking point.
    Resolution: Take meaningful action based on this memory. Lose a dot of Memory.
    Beat: You remember even more about this particular event or discovery.

    The Inhuman Condition
    Due to 2E's changes in weapon lethality, Mummies now take only bashing damage from non supernatural sources.

    Sybaris
    Sybaris is fully compatible with 2E mechanics. If you have player cultists, I recommend granting them beats (once per scene at most) based on how well they roleplay suffering the effects of any effect of Sybaris.

    Mummy Powers
    To avoid creating a giant list of errata, I recommend that anytime an Affinity or Utterance references granting a Mummy a merit, reference the nWoD 1.0 rulebook even if it has a superior version in the GMC or 2E core. Ditto for derangements.

    If your player cultists are using the God Machine Chronicle or 2E core to build their characters, and a Mummy power grants them a merit, first look through that book to see if it has a merit available. If a derangement is inflicted on a player cultist by a Mummy power, use the mechanics from the Madness Persistent condition to model the derangement’s effects on them.
    Last edited by Octavo; 04-10-2015, 06:29 PM.

  • Omegaphallic
    replied
    Good work, an official 2e translation guide would be great, but you've done good work.

    Leave a comment:


  • Deionscribe
    replied
    You're welcome.


    I liked how the seba were presented - fluff-wise and mechanics-wise. But I felt that it might have been a bit (unsurprisingly) too harsh, especially in terms of drawbacks and the fact that a very specific criteria was required to perceive seba. Definitely looking forward to expanding this in a separate thread.

    On a related note, the adjustments I had for non-mummies binding seba was to present possible story hooks. For example. Imagine what would happen if a mortal sorcerer (or something worse) got his hands on the Eye of Re.

    Leave a comment:


  • Octavo
    replied
    Originally posted by Deionscribe View Post
    Reviving this thread with my (still incomplete) 2E conversion/house rules for handling the most elusive of relics, seba. This will probably end up reappearing in my own thread for 2E House Rules for Mummy.

    Binding Seba: [Mummies]
    + As written in Book of the Deceived, p. 104.


    Binding Seba: [Non-Mummies]
    + Non-Mummies can bind a number of seba to their souls equal to their Willpower dots.
    + Must be within 10 yards of the manifest relic.
    + Must spend a Willpower point and roll Wits + Occult, at a penalty equal to the seba's dot rating.
    + Must have an Occult Specialty in Iremite Magic, Nomenclature, Astrology, Sekhem, or a similar Storyteller-approved area of expertise. Otherwise, the roll suffers a -3 penalty.
    + On a success, the seba flares brightly and implodes as it binds itself to its new owner.
    + On an exceptional success, the seba's owner regains the lost Willpower point.
    + On a failure, the seba flares up in a burst of light before becoming unbound (for artistic seba) or launching into space (for cosmic seba).
    + On a dramatic failure, the seba is destroyed. Unlike other relics, though, this does not create lesser amkhata. Instead, it explodes in a burst of Sekhem, dealing its dot rating as direct lethal damage within a radius of 10 yards.
    + A seba wielder suffers a penalty to all breaking point rolls equal to the highest dot rating among his bound seba.
    + A seba wielder can regain Willpower via resting up to the difference between his Willpower dots and the number of bound seba he possesses.


    Perceiving Seba:
    + Obrimos Mages can see seba via Active Mage Sight; they can only perceive it through the Prime Arcanum. (Taken from "A Guide to Mortal Sekhem Sorcerers)
    + Other Mages must make a successful scrutiny roll (Intelligence + Occult; target number equal to the seba's dot rating) using Prime in order to perceive the seba for a scene.
    Cool stuff! Thanks for sharing!

    Leave a comment:


  • Deionscribe
    replied
    Reviving this thread with my (still incomplete) 2E conversion/house rules for handling the most elusive of relics, seba. This will probably end up reappearing in my own thread for 2E House Rules for Mummy.

    Binding Seba: [Mummies]
    + As written in Book of the Deceived, p. 104.


    Binding Seba: [Non-Mummies]
    + Non-Mummies can bind a number of seba to their souls equal to their Willpower dots.
    + Must be within 10 yards of the manifest relic.
    + Must spend a Willpower point and roll Wits + Occult, at a penalty equal to the seba's dot rating.
    + Must have an Occult Specialty in Iremite Magic, Nomenclature, Astrology, Sekhem, or a similar Storyteller-approved area of expertise. Otherwise, the roll suffers a -3 penalty.
    + On a success, the seba flares brightly and implodes as it binds itself to its new owner.
    + On an exceptional success, the seba's owner regains the lost Willpower point.
    + On a failure, the seba flares up in a burst of light before becoming unbound (for artistic seba) or launching into space (for cosmic seba).
    + On a dramatic failure, the seba is destroyed. Unlike other relics, though, this does not create lesser amkhata. Instead, it explodes in a burst of Sekhem, dealing its dot rating as direct lethal damage within a radius of 10 yards.
    + A seba wielder suffers a penalty to all breaking point rolls equal to the highest dot rating among his bound seba.
    + A seba wielder can regain Willpower via resting up to the difference between his Willpower dots and the number of bound seba he possesses.


    Perceiving Seba:
    + Obrimos Mages can see seba via Active Mage Sight; they can only perceive it through the Prime Arcanum. (Taken from "A Guide to Mortal Sekhem Sorcerers)
    + Other Mages must make a successful scrutiny roll (Intelligence + Occult; target number equal to the seba's dot rating) using Prime in order to perceive the seba for a scene.
    Last edited by Deionscribe; 01-10-2016, 02:01 PM.

    Leave a comment:


  • TyrannicalRabbit
    replied
    Originally posted by Aiden View Post
    Nothing is a closed game line in the Onyx Path era.

    Aaand ninja'd
    AAND I already knew that. Anyway, this has been unhelpful. Going to wrangle with Rpg.nets funky search function some more.

    Leave a comment:


  • Aiden
    replied
    Nothing is a closed game line in the Onyx Path era.

    Aaand ninja'd
    Last edited by Aiden; 04-16-2015, 07:41 PM. Reason: Ninja'd

    Leave a comment:


  • Azahul
    replied
    Barring Dreams of Avarice, Rio, and the Fiction Anthology of course...

    But yes, any other books beyond that aren't even on the development schedule yet, so they're going to be a while coming.

    Leave a comment:


  • TyrannicalRabbit
    replied
    Originally posted by Azahul View Post
    Not entirely surprising, because I'm pretty sure Onyx Path has said before that there is no longer any such thing as a limited line, and that they will expand all of the games if and when they have the time and resources for it.
    They did. I'd still like to see the official word on it since we just recently had the Sothis book pegged as the last of the line.

    Leave a comment:


  • Azahul
    replied
    Not entirely surprising, because I'm pretty sure Onyx Path has said before that there is no longer any such thing as a limited line, and that they will expand all of the games if and when they have the time and resources for it.

    Leave a comment:


  • TyrannicalRabbit
    replied
    Has anyone here been following the Beast the Primordial thread on Rpg.net? Supposedly there is a post there mentioning that Mummy isn't going to be a closed game line and eventually get more supplements but I can't find it so far.

    Leave a comment:


  • Octavo
    replied
    Here are the Mummy specific derangements reworked as Conditions:

    Divine Mask (Persistent):
    The mummy believes that, like a pharaoh, he is the bau—the manifest power—of a god. The Arisen rejects his mortal heritage and assigns the Judges a secondary role, preferring to believe that he has become an aspect of Re, Esit, Sutek, Ptah, or another deity. He’s aware that he’s supposed to behave like he serves the Judges, and in most cases, he is able to keep the “revelation” of his divinity to himself and rationalize his continued service. Some cults expect this derangement because they already believe the Deathless is a living god, making it especially difficult for their Arisen master to throw off the delusion of his own will.
    Possible sources: Memory loss, chasing magical resources while ignoring the opportunities your Judges give you to stave off Descent, terrorizing your cult with casual cruelty, surrounding oneself with trappings of personal power.
    Resolution: Face proof that your memory is false and succeed a Memory roll, or gain a point of Memory.
    Beat: If the mummy ever fails a Composure-based dice roll (besides Initiative), or if a power overcomes the mummy’s Composure as a resisted Attribute, he loses the ability to moderate his delusion and behaves as if he is the god’s bau for a scene.

    Demon Haunted:
    When the mummy suffers a setback, she feels the knives of Duat at her back. After a significant delay in achieving an objective, roll her Resolve + Composure. If the roll fails, the Arisen sees the Underworld’s Slaughterers in the shadows, or believes they inhabit the bodies of people she sees. If the former, she stays away from the shadows where she believes Slaughterers hide, insisting on strong lighting everywhere she goes. If she thinks demons dwell in the people around her, she interprets whatever they say as threats urging her to complete her mission or suffer torment in the Underworld. The Arisen might attack her task with extra vigor, flee, or attack the “Slaughterers” around her.
    Possible sources: Sekhem loss, significant delay in achieving an objective.
    Resolution: Achieve the delayed objective, achieve a Descent reset.
    Beat: N/A

    Anachrony:
    The mummy’s ability to separate past and present cracks. He fills the gaps with the delusion of walking through a previous Descent –though not necessarily one he actually experienced.
    When he can control his delusions, he believes a veil of illusion conceals the “true” age. The Roman Empire (or Old Kingdom, or Irem itself) never ended—it’s the occult nucleus of a degenerate, false era. To the afflicted, the Washington Monument is a newly erected obelisk praising Ramses II. The mummy actually lives in Egypt, and the “New World” is a sham. The Arisen completely retreats into the fantasy of another time, translating anything he experiences into what would make perfect sense in his remembered (or at least, imagined) world. This lasts for the scene.
    Possible sources: Memory Loss, Rising from henet with a Memory below 4.
    Resolution: When the mummy suffers stress or failure because he has trouble adapting to the modern age, roll his Resolve + Composure. If the roll fails, the Arisen completely retreats into the fantasy of another time, translating anything he experiences into what would make perfect sense in his remembered (or at least, imagined) world. This lasts for the scene.
    Beat: N/A

    False Incarnation (Persistent):
    To stave off loneliness, the mummy convinces herself that a mortal is the reincarnation of an important figure of a past Descent: lover, ruler, friend, or hated rival. The target of this delusion often resembles his “incarnation” in appearance, voice, or demeanor. The Arisen takes that as definitive evidence and hallucinates a little more to back it up.
    Possible sources: Extreme loneliness, Seeing a familiar face, but being unable to place it.
    Resolution: The incarnation dies or finds a way to persistently sever contact. This condition will likely be transferred to a new object, unless the mummy regains Memory.
    Beat: When the mummy suffers a social setback, roll her Resolve + Composure. On a failure, the Arisen acts on her delusion, seeking out her fixation with the grace and caution of a dedicated stalker. The behavior lasts for a scene.

    Leave a comment:


  • Octavo
    replied
    Originally posted by Ben Quo View Post
    You also have Beat criteria on Conditions which aren't Persistent, and your Persistent Conditions don't have Beat criteria.
    Not to nit-pick.
    I did a little re-working of them for my own campaign, I could post what I did as humble suggestions if you want?
    Oh, I somehow missed that detail. Thanks for the catch!

    I'd be happy to see how you've reworked them!

    Originally posted by Kirby Jerusalem View Post
    I hadn't really thought about it but sure, that sounds about right. They were meant to be mostly reverse-Breaking Points, something that the players could latch onto to rebuild themselves. That lends pretty well to giving bonus to breaking points as well.

    (I really wanted to call them Pillars, but, well...)
    I think someone upthread mentioned Monuments as a potential name for Mummy touchpoints.

    Leave a comment:


  • Kirby Jerusalem
    replied
    Originally posted by Octavo View Post
    Neat idea! Do these Touchstones also give you a +3 to Memory breaking points?
    I hadn't really thought about it but sure, that sounds about right. They were meant to be mostly reverse-Breaking Points, something that the players could latch onto to rebuild themselves. That lends pretty well to giving bonus to breaking points as well.

    (I really wanted to call them Pillars, but, well...)

    Leave a comment:


  • Ben Quo
    replied
    You also have Beat criteria on Conditions which aren't Persistent, and your Persistent Conditions don't have Beat criteria.
    Not to nit-pick.
    I did a little re-working of them for my own campaign, I could post what I did as humble suggestions if you want?

    Leave a comment:

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