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  • Azahul
    replied to Witnesses 1.5
    I've always had this pet idea that Witnesses could be more closely tied to reincarnation, possibly mortal souls from as far back as Irem who find themselves drawn to the Arisen because they remember them from past lives. The Mummy core has the barest shades of this idea floating around (there's the occasional allusion to spotting mortals that look exactly like figures from centuries past), though it leaves it in the hands of the GM as to whether this is the Arisen's failing memory playing tricks on them or something that actually happens.

    In that vein it would probably be easiest...
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  • Azahul
    replied to It's coming!
    The rebirth of the pre-human species feels like it's really just retreading much the same space as the Idigam Chronicles. Alien beings from prehistory with a Lovecraftian bent suddenly return to the world after a long absence?

    Also not sure why it would necessarily unify all the different strands of Mummies? The Deceived have a Movement founded on prehuman influences and accursed mutations in the Rotting Temple, and I don't see Shuankhsen being phased by the manifestation of earlier horrors in the slightest.

    For the Arisen, I think the obvious shake-up would be to simply...
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  • Azahul
    replied to Struggling with Guilds
    Vent0 has already captured a lot of what I want to say, but I'll add some little bits.


    Absolutely. Power is a chain you use to bind yourself, after all. But, and this is a very important note, the Guilds are manifestations of Irem. They're meant to be these flawed remnant of the same society that enslaved the Arisen. They are not going to be tools that help an Arisen find Apotheosis. Having the Mesen-Nebu run contrary to the themes of Mummy is not itself contrary to the themes of Mummy. I'd argue that it directly supports said themes, in fact.


    Time, especially...
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  • Yeah, that's the one. Fantastic Utterance.

    I'm always a little unsure how to treat XP and its accumulation from an in-universe perspective. An Arisen begins the game in the modern era with 20 experience and Memory 3 after 6,000 years of existence. That's a game conceit, obviously, so that you have some kind of in-game progress to make. But it does create situations where you have to imagine that the descent you and your players actually "play" has to be wildly unusual in terms of learning new skills and abilities. Perhaps you lost some of your character growth from past...
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  • Azahul
    replied to Struggling with Guilds
    I guess I'm not sure what more you feel the Alchemists should strive for beyond the accumulation of value/power? I mean you could argue that that's basically the underlying objective of modern western societies...
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  • Azahul
    replied to Struggling with Guilds
    Indeed the one case we have of an alliance between Arisen and their cousin involved a similar patronage... to a point....
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  • Azahul
    replied to Dark Eras 2 Discussion Thread
    I like it! I hadn't actually considered the impact of population density on the Shadow. Plus, you know, Australia's reputation for animals. That sounds like a pretty terrifying place to be.

    The other thing that keeps getting to me is that Lovecraft's The Shadow Out of Time, which places the long dead civilisation of the Great Race in the Great Sandy Desert. Again, time is a major factor in the story, remnants of pre-human civilisation are a strong Lovecraftian theme and something that Mummy dabbles in ever so slightly, and I love the idea of just sprinkling around these inexplicably...
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  • Azahul
    replied to Dark Eras 2 Discussion Thread
    Rural Australia is a setting I've been carefully saving for the second edition of Mummy to come out for exactly this reason. It's so perfectly evocative.

    Besides, it just fits with Mummy so well. There's a sense of timelessness you get with the deep outback, and it's a land (and people) that makes Irem look young....
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  • Azahul
    replied to Struggling with Guilds
    I'm not sure you're necessarily missing anything. It's certainly not out of character for the Arisen to be in a situation where they realise their Guilds are no longer actually providing them with a useful framework for their existence, they're dated by definition. Similarly, the Tef-Aabhi having the clearest purpose is very much in keeping with their status as the "young", adaptable Guild (and doubly so for the Flesh Mason subsect).

    On a general level Arisen are also few in number, scattered, and lacking in Memory. The Guilds aren't exactly cohesive institutions, and are...
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  • Get your hands on a relic that provides free dots in Contacts and/or Allies!

    But if you don't have a cooperative GM/universe, it's relatively easy for an Arisen to be active more time than not, given the default rate at which a Relic recharges once bound to the Lifeweb. So first things first, you need a relic eligible for binding to the Lifeweb. You also need to compensate for the fact you are likely to be stuck at Memory 3 due to frequent Descents, so you'll want to attain the minimum Guild Status to forge your relic into a Talisman for its ability to recall important events for...
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Azahul
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