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  • I would lean towards giving them a free dot of order status if they join an order, and maybe artifact dots if they undergo a metamorphic awakening. I'd let them take merit dots for magical merits in general, but everything besides maybe Status and Shadow name is throw into xp debt....
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  • That's what I was thinking, because clearly dividing it between three stats would be different balance wise than two. It'd be especially messy since, in theory, a mummy's cult is supposed to be bigger/stronger than a krewes or pack. But maybe not as strong as a Deviant Conspiracy. But it's worth putting the thought into for a crossover game. It might be my ONLY complaint about 2e mummy (well actually, that and the lack of actually stating rotface exists during Sekhem 10-8 explicitly)...
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  • Caveat, though. While Irem existed in the Fallen Timeline, the Rite of Return, by mage standards, is an Imperial level mystery. It causes Aponoia, it retroactively and proactively changed reality and the timeline, and set mummies up as set and cemented into time. By mummy standards, their lives are uneditable portions of the Scroll of Ages, set in stone in lofty Aaru. By mage standards, each Mummy is a supernal truth that exists and the Rite cannot be undone. Much like whatever the Exarchs did, what the Shaniatu did changed reality forever backwards and forwards. And the Archmages can't...
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  • You might also count the testament of the Decieved from the Decieved mummy book.
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  • I hadn't even thought of a curse to balance them out, but I love that idea. Maybe the polar opposite of Mummies, where their magic SHORTENS their lives somehow? Like their current lifespan is measured by how many Pillar Points they have, and thus the more they use their powers, the shorter their lifespan unless they refill their pillars? It's a trope in some movies and shows, that magic will shorten your life in exchange for power, and would make every full on Sorcerer a flash in the pan, a mayfly, capable of feats comparable to the Arisen, but only one brief life to live....
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  • Iirc, spending one pillar point boosts one attribute by the said amount, based on your Sekhem. Much like how Vampires can boost their attributes with Vitae.
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  • I always liked the idea of them being identical to mummies, but more in reverse, more like other monsters. Sekhem 1, pillar spread. A couple of Affinities naturally from the way their Pillars stand. Capacity to learn Utterances. Rather than a Descent, they go through an Ascent as their pillars and Sekhem grows, giving them access to more powerful tiers of Utterances. But that was 1e when such Sorcerers were hunted by the arisen and killed for the diasporic code. Now, it might mess up the balance since Sorcery and immortals are no longer as strongly frowned upon. (Except by certain Judges)...
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    Last edited by Cleverest of Things; 02-19-2021, 06:48 PM.

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  • If you had to guess, should mummy cults be a bit stronger than krewes and conspiracies, if you were to crossover? Or would the loss of Cult power be easily explained by now having competition from non Scorpion based cults?

    At least Mummy has the framework, though. I cry at night trying to convert Mage cryptopolies and labyrinths, and vampire Shadow cults.
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  • Awesome, so if my antagonist's main schtick was walking into a place and speaking unwords that drove everyone insane by being unable to communicate with each other, should I go with Pavane of Eternity and have him spout unpoetry and unspeeches that now not only drive people mad but also go viral?

    Edit:. I'm totally not mad that the lovecraftian horror summons are being saved for better word count and/or storytellers vault. I lived the idea of it but can see how much of a headache it could be (ps words of dead Dominion turned out perfect!) I remember that Su-menent utterance to summon/become...
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    Last edited by Cleverest of Things; 02-19-2021, 06:36 PM.

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  • Mechanically, would it throw off the balance of mummy cults to add the third trait, do away with reach and Grasp? Maybe start each cult with a dot in Power, Finesse, and Resistance, then add one attribute based on cult type (Enterprise gives Power, Conspiracy gives Finesse, Tribe gives Resistance?)...
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  • Okay, good. That one I was fairly sure about but just wanted to clarify.

    The bigger question mark is the first, if a Mummy can invest their pillars into anyone they choose, but USUALLY only do so to their own cultists. I understand it rarely comes up in game, but this has become a big question in mine. It started in 1e when the cultists of the last surviving Maa-Kep of Metropolis was sent out as an envoy to the other Guilds, and fell in love with a local tef-aabhi frat boy. I went all extra and decided they were lovers in Item, and that the Reborn Maa-Kep cultists is still loyal...
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  • Thank you, I was reeeally hoping that was the case, especially since I found the other stuff tucked away where I wasn't looking. Without it, immortals feel a lot more open. I think I am understanding it now.

    Sometimes the changes between the previews and open development vs final PDF can be huge, as we all well know. But I must say this is by far my favorite. Sometimes I think I've missed something (like is it just me, or is there nowhere except one line that says that a Mummy is in corpse form until Sekhem 8?). Sometimes it's a deliberate shift that I infact didn't miss. ...
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  • Crossover Cults and Stats--if, and how?

    As anyone knows that has read my posts, I run a very crossover game, and was delighted that mystery religions, Conspiracies, packs, krewes, and the like we're all roughly using the same rules. Statted out like an ephemeral entity, doctrines, a Potency stat, a health stat, largely the same damage and action mechanics. Everything fit so perfectly.

    Until Mummy 2e used almost exactly the same systems, except attributes.

    I was genuinely hoping Mummy would join the bandwagon, and convert to the same systems. But alas, it did not. While I loved Reach and Grasp back in 1e,...
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  • Invested non-cultists and Immortal Sorcerers?

    Are these things possible?

    To explain the situation.. one of the PCs is a Reborn that follows the Maa-Kep, dedicated lifetime after lifetime to the Hawkman and the Justice Society that surrounds him. By loyalty and principle, as well as his Reborn memories, he has always served the Justice Society and the Hawkman, and the Maa-Kep always seek the three bodies that house his shattered soul (that bit is complicated and unrelated but I can explain further if it becomes relevant). This Reborn, called the Vindicated, is ALWAYS the High Priest of the Maa-Kep, and trains his next incarnation....
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  • Those I found, but I didn't find Endless Potency or that Long of Years one etc. I did find the favored attributes finally though. (Edit: found Endless Potency, and am hoping Sekhem replaced Long of Years or whatever it was called).

    On an unrelated note, I have only one word for the Affinities and utterances--WOW. I absolutely love this. Some fatbwas trimmed by combining or removing certain powers, some powers seem vastly more useful, and some are powers that are new and make absolute sense for a Mummy to have. Some I didn't even know I wanted until I saw them. I am a little sad...
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    Last edited by Cleverest of Things; 02-18-2021, 07:31 PM.

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  • I may have missed it somewhere but I can't find the Immortal merits or attributes, or character creation is.
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  • Perhaps a power all millennium items have is the ability to activate the Shadow Games, activating a special set of collectible trading cards to be able to summon Fiends to battle in a parallel world/dreamstate/neter kertet/ duat, with the stakes potentially involving your Pillars, Sekhem, or Soul entirely. While the cards themselves (each depicting an environment within neter kertet, an utterance unique to the game, an affinity, a relic, a curse/trap, or a friend) can be used in mundane games, it would require the use of a millennium items to fuel the actual Shadow Games tournaments. The Fiends...
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  • Sorry for the double post, but this idea seemed to need a bit more explanation. And that's.. Mages, evolving into what I will unironically call the Septagram.

    Let's face it, if the Fallen World is suddenly a frozen wasteland... Someone must've broken the Pax. Such a huge shift would've meant most of the gods, invisible Masters, and the like SHOULDVE stopped it from happening. Even over the slow process of Imperium and Archmages society, such things slowly evolve, worked in as pork fat or addendums to other retcons nobody noticed. But an Apocalypse?

    Mage society currently...
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  • To a Demon trapped on earth, the Apocalypse has come. War is here. Already, both sides have suffered. Vast swaths of God's design are offline, now. The Integrators and more than a few Inquisitors say that some of the Infrastructure required for not only human life but the climate was destroyed, perhaps by overzealous Saboteurs, perhaps as God's autoimmune response kicking into overdrive or reverting to more simplistic programming. Either way, Heaven and Hell practically exist. While humans can't see it, some entire Stations, Trains, Ruins, and Wastelands are entirely in the hands of demons...
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  • Cleverest of Things
    replied to What is a Shade?
    Thank you, I knew that they came to a canonical answer, and was part of the debates and theories before it was set in stone. And I can see it. Ab definitely fits with resonance and the emotions that reside in the Shadow.

    Shades don't have anchors, but DO have memories. They clearly aren't Geists, but aren't Ghosts, either. It almost makes me wonder if there is a single pillar explanation at all,or if instead they are the partial remains of a ripped up soul with Remnants like a Shuanksen....
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Cleverest of Things
Cleverest of Things
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