What We Know So Far: Mummy the Curse 2nd Edition The Timeless Chronicle
In preparation for the forthcoming Mummy the Curse 2nd Edition Kickstarter, and because I love compiling information on games and books I’m eagerly anticipating, here’s a summary of all I’ve been able to find on our forums and podcasts. Please to post corrections or things I've missed. Note this does include some speculations on my part
“Mummy: The Curse 2nd Edition expands the popular concepts of tragic Memory, devastating Utterances, pernicious cults, and fractured guilds. It introduces new aspects to the game, including horrifying rituals, expanding your troupe play to include sorcerers and non-Arisen immortals and finally allowing players to experience and interact with the nightmarish journey through Duat. This edition extends Mummy’s reach around the globe, providing justification and story hooks for starting your chronicles as far from the Nameless Empire as a meret of mummies could wish to go. Mummy tightens its grasp on godlike terror, as the presence of the deific Judges becomes more pervasive and insidious than before. This new chronicle of immortals not only begs the question, “What does it mean to be Deathless?” but also “What does it mean to be Timeless?” Coming Soon!” – OnyxPath Brochure
The Arisen
Confirmed as the returning Integrity stat for Mummy 2nd edition. Given that Arisen now experience time nonlinearly, this could allow for in world ‘metaknowledge’ of future events, tech or languages.
The anchors of the Arisen are not yet confirmed. Contagion Chronicle KS manuscript previews do show two Arisen NPCs, both with a Virtue and a Vice, but fans were cautioned that one of these Arisen is an escapee from a parallel universe, thus not to be taken as an example of ‘our’ reality’s Arisen, and even with the second NPC Arisen, the KS manuscript is just that, a manuscript, not the finished edited product. With Matthew Dawkins, the Gentleman Gamer, overseeing MtC2 and the Contagion, we can rest assured that all Anchors for Arisen will be standardized across all books, regardless of what they end up being.
X-Splat: the Decrees
Nothing has yet been mentioned about 2nd edition Decrees, but I would guess that There are the same 5 Decrees, each linked to a Pillar of the Arisen soul. Each Decree's name is not yet known, but each Decree has one of the following five Pillars at its core:
Vessels are particular artifacts that are imbued with or harness or guide Sekhem in some way. Each Guild (and minor guild I believe) has a category of Vessel they are trained with and attuned to.
Vessel: Amulets (Protective Talismans)
Vessel: (1st Ed) Regula
Vessel: (1st Ed) Text
Vessel: (1st Ed) Uter
Vessel: (1st Ed) Effigy
The Minor Guilds
These seem to be Guilds of old Iremite that either refused or rejected the Rite of Return, and were able to gain or were given an imperfect version of it afterwards.
My hypothesis, since each reference to a known minor guild has ONLY been in the context of a SINGLE MAJOR GUILD’s info is that there is one minor guild for each major guild, a dark secret, shame or rival of each guild. MIGHT get a follow up book if KS does well.
10/31 Podcast update: Minor Guilds are either failed attempts by Judges to create immortal servants OR failed attempts by the Major Guilds to recreate the Rite of Return.
Vessel: Ankh (but can’t use them anymore)
Vessel:?
Power Stat: Sekhem
The energy of life in the cosmos, ranking from 1 to 10. At the start of a Descent, an Arisen begins with a Sekhem score of 10. As the Descent continues, the Sekhem score decreases over time. Can be regenerated, but at a cost:
Serving a Judge in sacrifice to yourself (lose a limb or a friend)
Stealing from a Judge (absorbing it from a Relic/Vessel of the Judge OR from an Eternal's phylactery)
Powers: Affinities & Utterances
The Contagion Chronicle Manuscript’s NPC Arisen had Affinities & Utteranceslisted in their descriptions. One can assume that this means Affinities are back in 2e in some fashion.
Thus far, the only sure thing is that Pillars are an element of the Arisen’s powers again. They may be invested into Cultists to grant them access to your powers (Affinities perhaps), and to allow you the option of taking their bodies as another means of resurrection (at the cost of the cultist’s existence). The Contagion Chronicle Manuscript’s NPC Arisen both had 5 types of Pillars listed: Ab, Ba, Ka, Ren, Sheut.
Cults & Cultists: Supporting Cast & Rivals
There are grades or tiers of Arisen Cult cultists, based on their ability to become invested in their Arisen’s pillars, a maximum number of pillars equal to the tier number of the Cultist. Being invested with Pillars allows a cultist to access some of the donor’s related powers, AND allows the donating Arisen to resurrect himself or herself in the invested cultist’s body, destroying the cultist to return the Arisen to the world. The corebook can be used to make mortal cultists. The tiers are:
Major NPC Antagonists. The masters of the Arisen. Entities of god-like power. Can be encountered in play. This is some sort of connection between the Judges and the Idigam
In 1st edition there was a possible way to break the cycle of Descent and Henet but permanently reducing your own personal power in exchange for freedom after regaining your Memory and gaining the Heretic’s knowledge. No mention has yet been made of its role in 2nd edition, if any.
In 2nd edition, it is more mythical to Mummies than the Pilgrimage is to Prometheans. Similar to the Catharsis of Sin-Eaters
Podcasts & Videos:
http://theonyxpath.com/episode-15-ge...retrospective/
the 18 minute mark begins MtC2e stuff
http://theonyxpath.com/episode-73-pa...-podbean-live/
https://thestorytold.libsyn.com/mumm...atthew-dawkins
Blog Posts:
http://theonyxpath.com/maar-kherit-m...e-2nd-edition/
http://theonyxpath.com/maa-kep-mummy...e-2nd-edition/
In preparation for the forthcoming Mummy the Curse 2nd Edition Kickstarter, and because I love compiling information on games and books I’m eagerly anticipating, here’s a summary of all I’ve been able to find on our forums and podcasts. Please to post corrections or things I've missed. Note this does include some speculations on my part
“Mummy: The Curse 2nd Edition expands the popular concepts of tragic Memory, devastating Utterances, pernicious cults, and fractured guilds. It introduces new aspects to the game, including horrifying rituals, expanding your troupe play to include sorcerers and non-Arisen immortals and finally allowing players to experience and interact with the nightmarish journey through Duat. This edition extends Mummy’s reach around the globe, providing justification and story hooks for starting your chronicles as far from the Nameless Empire as a meret of mummies could wish to go. Mummy tightens its grasp on godlike terror, as the presence of the deific Judges becomes more pervasive and insidious than before. This new chronicle of immortals not only begs the question, “What does it mean to be Deathless?” but also “What does it mean to be Timeless?” Coming Soon!” – OnyxPath Brochure
The Arisen
- The origin of Arisen in 2nd edition is firmly in Irem
- The Arisen have a non-linear experience of time after the Rite of Return from Ancient Irem that transformed them.
- BUT they may not remember much about Irem at the start of any given Descent. In fact a more recent culture, the one you awaken into or a remembered one from a recent Descent, may have more of an immediate influence on you.
- The First Descent could be the first Sothic Turn after the Great Rite, OR it could be 2019, with the second Descent being in the 1400s but you still remember 2019 from your ‘past.’
- Creation & Experience
- Your PC Arisen has starting levels of experience upon character creation. This is because your first in play Descent IS YOUR FIRST DESCENT.
- Resolves the logical conundrum over how even a forgetful immortal would have the same starting experience/traits as a recently Changed Werewolf.
- Your PC Arisen has starting levels of experience upon character creation. This is because your first in play Descent IS YOUR FIRST DESCENT.
- The Lifeweb: Seems to be the links of life energy (Sekhem) and Fate that binds all the world, but especially the Vessels/Relics of the Arisen.
- Referenced by the Gentlemen Gamer in a comparison to the Cryptocracy’s unique connection to the supernatural interconnections of the world
- The Descent: the period of time Arisen are ‘alive,’ active in the physical world and in their own Khat/sahu (physical, restored body). Happens at ‘appropriate times,’ which include:
- Sothic Turn
- Summoning by your Cult
- Disruption of your Tomb’s vessels/relics (my own speculation based on the lore of 1e)
- “Great acts of Necormancy, even when no necromancer or sorcerer is behind them” Ex: the Reign of Terror in the French Revolution. Quite similar to the periods of time when Sin-Eater populations spike.
- Henet
- In between Descents, Arisen souls wander the Duat. Here they face torments and judgement by each one’s personal Judge. Judgement of “you are found wanting” results in being ‘sentenced’ to a new Descent at an “appropriate time”
- BIG QUESTION: What is the nature of the Duat? Is it a Lower Depth (see Mage the Awakening 2e), is it a Dominion of the Underworld (see Geist the Sin-Eaters 2e)?
- Arisen may NOT go past the upper levels of the Underworld.
- Sybaris
- Aura that infects the land around you, much like the Disquiet of a Promethean
- Meret
- A Meret is a group of Arisen. Analogous to a Coterie of Kindred or a Cabal of Mages.
- “Mummies seem to respond to Disquiet if their cults have been afflicted, but data is scarce given the rarity of both the Arisen and the Created.” Promethean 2e, p.173
- ArcaneArts has suggested this may mean a deeper bond between Arisen and cultists. I love the idea and given some statements about ‘investing pillars’ in cultists, I agree!
Confirmed as the returning Integrity stat for Mummy 2nd edition. Given that Arisen now experience time nonlinearly, this could allow for in world ‘metaknowledge’ of future events, tech or languages.
- In 1st edition, each Descent has the Arisen begin with low Memory, and gradually raise it as the Descent continues and events, people or places jog the Memory of your life before the Rite of Return.
The anchors of the Arisen are not yet confirmed. Contagion Chronicle KS manuscript previews do show two Arisen NPCs, both with a Virtue and a Vice, but fans were cautioned that one of these Arisen is an escapee from a parallel universe, thus not to be taken as an example of ‘our’ reality’s Arisen, and even with the second NPC Arisen, the KS manuscript is just that, a manuscript, not the finished edited product. With Matthew Dawkins, the Gentleman Gamer, overseeing MtC2 and the Contagion, we can rest assured that all Anchors for Arisen will be standardized across all books, regardless of what they end up being.
X-Splat: the Decrees
Nothing has yet been mentioned about 2nd edition Decrees, but I would guess that There are the same 5 Decrees, each linked to a Pillar of the Arisen soul. Each Decree's name is not yet known, but each Decree has one of the following five Pillars at its core:
- Ab: Heart/Emotion
- Ba: Spirit/Animating Force
- Ka: Essence/Body
- Sheut: Shadow
- Ren: Name
- Nesrem ("Divine Bull") - given 1st edition's Ox-Headed Decree being linked to Ka, I believe with Decree is linked to Ka the Pillar of Essence.
Vessels are particular artifacts that are imbued with or harness or guide Sekhem in some way. Each Guild (and minor guild I believe) has a category of Vessel they are trained with and attuned to.
- In 1st edition: This lets a Guild member avoid or mitigate the curse linked to that type of Vessel.
- Maa-Kep – “Spies” “Secret Police” “Junta” “Dapifers” “Shadows of Pillars”
Vessel: Amulets (Protective Talismans)
- Mesen-Nebu
Vessel: (1st Ed) Regula
- Sesha-Hebsu
Vessel: (1st Ed) Text
- Su-Menent – “Necromancers”
Vessel: (1st Ed) Uter
- Tef-Aabhi – “New Pharaohs,” “Masons”
Vessel: (1st Ed) Effigy
The Minor Guilds
These seem to be Guilds of old Iremite that either refused or rejected the Rite of Return, and were able to gain or were given an imperfect version of it afterwards.
My hypothesis, since each reference to a known minor guild has ONLY been in the context of a SINGLE MAJOR GUILD’s info is that there is one minor guild for each major guild, a dark secret, shame or rival of each guild. MIGHT get a follow up book if KS does well.
10/31 Podcast update: Minor Guilds are either failed attempts by Judges to create immortal servants OR failed attempts by the Major Guilds to recreate the Rite of Return.
- Maar-Kherit – Physics, Blights, the Malignant
Vessel: Ankh (but can’t use them anymore)
- Wadjet-Itja
Vessel:?
Power Stat: Sekhem
The energy of life in the cosmos, ranking from 1 to 10. At the start of a Descent, an Arisen begins with a Sekhem score of 10. As the Descent continues, the Sekhem score decreases over time. Can be regenerated, but at a cost:
Serving a Judge in sacrifice to yourself (lose a limb or a friend)
Stealing from a Judge (absorbing it from a Relic/Vessel of the Judge OR from an Eternal's phylactery)
Powers: Affinities & Utterances
The Contagion Chronicle Manuscript’s NPC Arisen had Affinities & Utteranceslisted in their descriptions. One can assume that this means Affinities are back in 2e in some fashion.
- 1st edition Affinities were often persistent and passive abilities that enhanced the Mummy in some way (Soul Affinities linked to Decree) or unique abilities derived from Guild secret powers (Guild Affinities)
- 2nd edition Affinities are mostly passive, permanent abilities, primarily tied to Guilds, though there are common affinities.
- 1st edition Utterances were massive workings of Iremite magic that make QUITE the impact on their world around them: summoning meteor showers, controlling ghosts, giant sand tidal waves, etc).
- 2nd edition Utterances are still massive magic workings, with the Pillar ratings of the casting Mummy having different effects. Around 12 or 13 in the core. Each has three powers nested within it, depending on the Pillars of the Casting Mummy
Thus far, the only sure thing is that Pillars are an element of the Arisen’s powers again. They may be invested into Cultists to grant them access to your powers (Affinities perhaps), and to allow you the option of taking their bodies as another means of resurrection (at the cost of the cultist’s existence). The Contagion Chronicle Manuscript’s NPC Arisen both had 5 types of Pillars listed: Ab, Ba, Ka, Ren, Sheut.
- Ab: Heart/Emotion
- Ba: Spirit/Animating Force
- Ka: Essence/Body
- Sheut: Shadow
- Ren: Name
Cults & Cultists: Supporting Cast & Rivals
There are grades or tiers of Arisen Cult cultists, based on their ability to become invested in their Arisen’s pillars, a maximum number of pillars equal to the tier number of the Cultist. Being invested with Pillars allows a cultist to access some of the donor’s related powers, AND allows the donating Arisen to resurrect himself or herself in the invested cultist’s body, destroying the cultist to return the Arisen to the world. The corebook can be used to make mortal cultists. The tiers are:
- Ordinary mortals
- Sorcerers (likely a 2e update on the Sekehm Sorcerer materials released in the Dark Eras Companion)
- Immortals (Non-Iremite humans that have gained immortality or longevity in a variety of ways. The Gentleman Gamer has said that non-Arisen Immortals are not Iremite in origin. Includes
- Blood Bathers (Seen in Dark Eras Companion. Think Bartholdy bathing in blood to gain immortality and a few other powers.)
- Body Thieves (Seen in Dark Eras Companion. Just like they sound)
- Eternals (store their lifeforce in an object to anchor them and keep them alive. Mummies sense these objects as Sekhem Relics and see them as the Judges’ property. Tense relationships as a result)
- Reborn (immortal human souls constantly being reborn and living physically mortal lives across the ages).
- Sadikh (a mortal supernaturally bonded to a specific Arisen through Iremite magic. Mummy analog of a Ghoul)
- The Decieved: Arisen Guild of Artists who were bound to broken Judges that more intimately bond into the minds of their Arisen than the remaining Judges. Unlike other Arisen, they never forget and know the truth of the Rite of Return.
Major NPC Antagonists. The masters of the Arisen. Entities of god-like power. Can be encountered in play. This is some sort of connection between the Judges and the Idigam
- Slim likelihood of any Arisen realistically throwing down with a Judge. Multiple Descent chronicle arcs would be needed to oppose them.
- Judge while manifested Inspirations: D&D’s Planescape: the Torment, Lovecraft & Werewolf the Forsaken 2e’s Idigam
In 1st edition there was a possible way to break the cycle of Descent and Henet but permanently reducing your own personal power in exchange for freedom after regaining your Memory and gaining the Heretic’s knowledge. No mention has yet been made of its role in 2nd edition, if any.
In 2nd edition, it is more mythical to Mummies than the Pilgrimage is to Prometheans. Similar to the Catharsis of Sin-Eaters
Podcasts & Videos:
http://theonyxpath.com/episode-15-ge...retrospective/
the 18 minute mark begins MtC2e stuff
http://theonyxpath.com/episode-73-pa...-podbean-live/
https://thestorytold.libsyn.com/mumm...atthew-dawkins
Blog Posts:
http://theonyxpath.com/maar-kherit-m...e-2nd-edition/
http://theonyxpath.com/maa-kep-mummy...e-2nd-edition/
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