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Time is the longest distance

between two places.


— Tennessee Williams,
The Glass Menagerie
Credits
Written by: Chris Allen, Michael Barker, John Burke,
Matthew Dawkins, Meghan Fitzgerald, Jose Garcia, Chris
Handforth, Klara Horskjær Herbøl, Jason Inczauskis, Kira
Magrann, Michele Masala, Neall Raemonn Price, Lauren
Roy, Bianca Savazzi, Leath Sheales, Hilary Sklar
Chapter Leads: Chris Allen, Meghan Fitzgerald, Jose
Garcia, Klara Horskjær Herbøl, Jason Inczauskis, Neall
Raemonn Price, Lauren Roy, Bianca Savazzi, Hilary Sklar
Developed by: Matthew Dawkins
Chronicles of Darkness Line Developer: Dixie Cochran
Creative Director: Richard Thomas
Editor: Nimrod Jones
Art Director: Michael Chaney
Layout and Design: Mike Chaney with Craig Grant
Interior Art: Sam Araya, Nate Pride, Vince Locke, Brian
Leblanc, Luis Sanz, Tilen Javornik, Felipe Gaona
With Special Thanks To: The keen eyes of Neall
Raemonn Price and Meghan Fitzgerald, and the supportive,
constructive feedback from the fans on Kickstarter, the Onyx
Path Discord, the Chronicles of Darkness Discord, and the
Onyx Path Forums.

© 2021 Paradox Interactive AB . All rights reserved. Reproduction without the written permission of the
publisher is expressly forbidden, except for the purposes of reviews, and for blank character sheets,
which may be reproduced for personal use only. White Wolf, Vampire, Chronicles of Darkness, Vampire:
The Masquerade, and Mage: The Ascension are registered trademarks of Paradox Interactive AB . All
rights reserved. Vampire: The Requiem, Werewolf: The Apocalypse, Werewolf: The Forsaken, Mage: The
Awakening, Promethean: The Created, Changeling: The Lost, Hunter: The Vigil, Geist: The Sin-Eaters, V20,
Anarchs Unbound, Storyteller System, and Storytelling System are trademarks of Paradox Interactive AB
All rights reserved. All characters, names, places and text herein are copyrighted by Paradox Interactive AB .
This book uses the supernatural for settings, characters and themes. All mystical and supernatural elements are fiction and intended for enter-
tainment purposes only. This book contains mature content. Reader discretion is advised.
Keep up to date with Onyx Path Publishing at http://theonyxpath.com/

2 Mummy: The Curse Second Edition


The Golden Age and Irem’s Fall 65
Beloved Servants 11 The Guilds 67
Introduction 14 Evolving Structures 67
Conformity and Rebellion, Collapse and War 68
Theme: Memory 14
Ties Through Eternity 68
Mood: Discovery 14
The Rite of Return 69
Inspirational Media 15
The Call of the Judges 70
Lexicon 15
The Five Pillars 70
Chapter One: The Arisen 19 The Sothic Turn 72
Guilds 19 Awakenings and Descents 73
Maa-Kep 20 The Awakening 73
Mesen-Nebu 23 The Descent 75
Sesha-Hebsu 26 Isolation and Integration 75
Su-Menent 29 Shared Immortality and the Lifeless 76
Tef-Aabhi 32 Memory 77
Minor Guilds 35 When I Awoke 77
The Deceived 35 Living Timelessness 79
The Wheel Turns 35 Immortal yet Transitory 79
Among the Arisen 36 The Shepherd and the Flock 80
Kher-Minu 36 The Core of a Cult 81
The Wheel Turns 37 Foundations 81
Among the Arisen 37 The Levels of the Pyramid 83
Maar-Kherit 37 The Rite of Investment 84
The Wheel Turns 37 Relics and Vestiges 85
Among the Arisen 38 Recovery and Sacrifice 85
Wadjet-Itja 38 Retaining Vessels 86
The Wheel Turns 38 Digging up the Past 86
Among the Arisen 39 Enemies All Around 88
Decrees 39 The Shuankhsen 88
Ashem 40 Immortals 89
Deshret 43 The Judges 90
Kheru 46 Chapter Three:
Nesrem 49
Usheb 52
Creating a Mummy 93
The Judges of Duat 55 Returning from Death 93
Am-Khaibit, the Eater of Shadows 55 Step One: Concept 93
Arem-Abfu, the Final Judge 56 Step Two: Attributes 94
Kenemti, the Penitent 57 Step Three: Skills 94
Nebha, the Flame 58 Step Four: Specialties 95
Neheb-Ka, the One Who Unifies 58 Step Five: Add Arisen Template 95
Unem-Besek, the Eater of Entrails 59 Step Six: Add Merits 98
Usekh-Nemtet, the First Judge 60 Step Seven: Advantages 98
Step Eight: Experience 99
Chapter Two: Finishing It Off 99
Life When Deathless 63 Earning Experience 99
The Nameless Empire 63 Example of Character Creation 99
Reshaping 64 Step One: Character Concept 99
The Empire Expands 65 Step Two: Attributes 99

Table of Contents 3
Character Creation Quick Reference Sheet 100 Losing Memory 161
Step Three: Skills 101 Recovering Memory 161
Step Four: Specialties 101 Touchstones 162
Step Five: Add Arisen Template 101 The Sadikh 162
Step Six: Add Merits 102 The Inheritor 162
Step Seven: Advantages 102 The Witness 162
Step Eight: Experience 102 Example Touchstones 163
Step Nine: Return to Life 102 Mummy Injury, Healing, and Death 164
Balance 102 Damage Sources 164
Burden 104 Healing Rates 165
Merits 105 Death and Resurrection 165
Sanctity of Merits 105 Chapter Four:
Merit Tags 105
Timeless Merits 105 Laws of the Arisen 167
General Merits 108 Traits 167
Supernatural Merits 117 Attributes 167
Cult Creation 121 Skills 168
Step One: Cult Archetype 121 Skill Specialties 173
Step Two: Doctrines, Virtue, and Vice 121 Forgotten Skills and Keeping Up with the Modern
Step Three: Attributes 122 World 173
Step Four: Merits 122 Skills and the Dark Eras 173
Step Five: Advantages 122 Speed 175
Pillars 122 Rolling Dice 175
Using Pillars 122 Dice Pool 175
Recovering Pillars 123 Roll Results 175
Affinities 123 Permutations 176
Using Affinities 123 When to Roll Dice 176
Gaining Affinities 123 Actions 176
Soul Affinities 124 Awe 177
All 124 Consort 178
Ab 124 Debate 178
Ba 125 Flirt 178
Ka 126 Infiltrate 178
Ren 127 Interrogate 178
Sheut 128 Intimidate 178
Guild Affinities 129 Investigate 179
Maa-Kep Affinities 129 Observe 179
Mesen-Nebu Affinities 129 Research 179
Sesha-Hebsu Affinities 130 Skulk 179
Su-Menent Affinities 130 Trail 179
Tef-Aabhi Affinities 130 Willpower 180
Utterances 131 Spending Willpower 180
Learning Utterances 132 Conditions 180
Structure and Cost 132 Improvised Conditions 180
Utterance Keywords 132 Lingering Conditions 180
Clash of Wills 132 Action Scenes 180
Sekhem 159 Defense 181
Memory 160 Tilts 181

4 Mummy: The Curse Second Edition


Violence 181 Tombs 206
Intent 181 Geometry 206
Down and Dirty Combat 182 Perils 206
Detailed Violence 183 Provisions 206
Weapons and Armor 185 Harmonic Centerpiece 206
Injury and Healing 185 Attacking Tombs 206
Suffering Damage 186 Vessels 207
Healing 186 Vessels Defined 207
Sources of Harm 187 Vestiges 207
Disease 187 Relics 208
Poison 187 Using Vessels 209
Drugs 187 Consuming Vessels 213
Extreme Environments 188 Relics 214
Falling 189 Amulets 214
Fire 189 Effigies 214
Teamwork 190 Regia 215
Objects 190 Texts 215
Object Traits 190 Uter 216
Damaging Objects 190 Vestiges 216
Equipment 190 Chapter Five: Immortal Foes 219
Social Maneuvering 191
Goals 191 Amkhata 219
Doors 191 Emergence and the Hunt 219
Impression 192 Manifestation 219
Opening Doors 192 Summoning 220
Resolution 193 The Hourglass 220
Investigation 193 The Sickness 221
Cults 194 Creating Amkhata 221
Cult Traits 194 The Head 222
Cult Actions 196 Abara, the Brazen-Headed 222
Playing with Multiple Cults 198 Auru, the Nile-Headed 222
Harm, Healing, and Mutiny 199 Hepu, the Jackal-Headed 223
Cult Conditions 199 Khespu, the Swarm-Headed 223
The Descent 199 Menqi, the Serpent-Headed 223
Sekhem Drops 200 Pakhu, the Cat-Headed 223
Descent Rolls 200 Sphinx, the Human-Headed 223
The Descent Agenda 201 Utchefu, the Sky-Headed 224
Falling Up 202 The Body 224
Slowing theLoss of Sekhem 202 Bull’s Body (Ahasu) 224
Sybaris 202 Crocodile’s Body (Su) 224
Contracting Sybaris 203 Falcon’s Body (Herasu) 224
Resisting Sybaris 203 Hippopotamus’ Body (Ammu) 224
Suffering Sybaris 203 Jackal’s Body (Sabasu) 224
Overcoming Sybaris 203 Lion’s Body (Maasu) 225
Sybaritic Omens 203 Serpent’s Body (Tetasu) 225
The Rite of Investment 204 The Limbs 225
The Rite of the Engraved Heart 204 Falcon’s Talons 225
Timelessness and Experience 206 Falcon’s Wings 226
Human Extremities 226

Table of Contents 5
Jackal’s Paws 226 Possessed 234
Great Cat’s Claws 226 Underworld Gate 234
Scorpion’s Limbs 226 Urged 234
Dread Powers 226 Twilight Form 234
Armor 226 Discorporate 234
Beastmaster 227 Avernian Gateway 234
Breath Attack 227 Image 235
Camouflage 227 Materialize 235
Catlike Reflexes 227 Fetter 235
Constrict 227 Unfetter 235
Cosmic Detonation 227 Possess 235
Destructive Aura 227 Claim 235
Drag Under 227 Numina 235
Enrapture 228 Blast 235
Expression Surge 228 Dement 235
Eye Spy 228 Drain 235
False Ka 228 Hallucination 235
Fiendish Resilience 228 Implant Mission 235
Flaying Word 228 Innocuous 236
Ghost Touch 228 Regenerate 236
Godly Vision 229 Sign 236
Husk Puppet 229 Telekinesis 236
Hydra 229 The Shuankhsen 236
Hypnotic Gaze 229 Ammut, the Devourer 236
Impossible Proportions 229 Sekhem Curdling 236
Legion 229 Burdens of the Devourer 236
Mangle 229 Attributes, Skills, and Pillars 237
Maze of Lost Souls 229 Bane Rites 237
Mirage 229 Bane Affinities 240
Monstrous Resilience 230 Sample Shuankhsen 241
Natural Weapons 230 Tiye, Bringer of the Storm 241
Prodigious Leap 230 The Judges 242
Ravenous Feasting 230 Cruel Judgement 243
Reality Stutter 230 Heralds of Duat 244
Unbelievable Visage 230 The Sacrifice,
Venom 230 Manifestation of An-Hotep 248
The Revenant 230 The Sphinx, Manifestation of Neb-Heru 249
The Leviathan 231 The Writhing of Eyes, Manifestation of Bastu 250
The Ephemeral Dead 231 The Scorpion Banner, Manifestation of Her-Uru 251
Ephemeral Traits 231 The Giver of Gifts, Manifestation of Heraf-Het 253
Influence 233 The Screaming Flock, Manifestation of Neb-Abitu 254
Manifestation 233 The Minotaur, Manifestation of Neha-Hatu 255
Anchor 233 The Shadow Judge, Manifestation of Tcheser-Tep 256
Claimed 234 The Immortals 257
Controlled 234 Creating Immortal Characters 257
Fettered 234 Blood Bathers 258
Materialized 234 Lisette Meeks 262
Open 234 Body Thieves 263

6 Mummy: The Curse Second Edition


Darrin Knapp 266 Notable Characters 301
Eternals 266 Notable Locations 302
Kassia Laskaris 268 Wellington, New Zealand 303
The Reborn 268 The Origin 303
Regina Perez 270 Story Hooks 304
Other Immortals 271 The Guilds 304
Sorcerers 271 Notable Characters 305
To Become a Sorcerer 271 Notable Locations 306
Sorcerers as Cultists 272 Hong Kong 306
Sorcerers as Interlopers 272 The Origin 306
Sorcerer Cults 272 Story Hooks 307
Mechanics 272 The Guilds 307
Last Dynasty International 275 Notable Characters 308
Wilfried Moeller 277 Notable Locations 309
The Nyctopian Masters 278
Chapter Seven:
Sachiko Ishii 280
The Sanguine Fellowship 280 Creating Timeless Tales 311
Peter Rousses 283 Tips for the Storyteller 311
Chapter Six: Avoid Saying “No” 311
Nothing Survives Contact with Players 312
A World for Exploring 285 Make it Feel Real 312
Cuzco, Peru 285 Everyone is Awesome 312
The Origin 286 Sharing the Spotlight 312
Story Hooks 286 Troupes and Pyramids 312
The Guilds 287 The Mummy Meret 313
Notable Characters 288 Do All the Mummies Have the Same Cult? 313
Notable Locations 288 Mummies and Cultists 313
Denmark 290 Rotating Mummies 313
The Origin 290 Playing the Pyramid 314
Story Hooks 290 The Truly Epic Chronicle 314
The Guilds 291 Cultists and Other Allies 315
Notable Characters 292 Sadikh 315
Notable Locations 292 Blood Bathers 315
K’jipuktuk (Halifax), Canada 292 Body Thieves 315
The Origin 293 Eternals 315
Story Hooks 294 Reborn 315
The Guilds 294 Mortals 316
Notable Characters 295 Sorcerers 316
Notable Locations 295 Witness 317
Antarctica 296 Purpose and Descent 317
The Origin 296 Neter-Khertet 317
Story Hooks 297 Shades 318
The Guilds 297 The Ashen Storm 318
Notable Characters 298 The Caverns of Neter-Khertet 318
Notable Locations 299 Death Cycles 319
Johannesburg, South Africa 299 Duat 319
Story Hooks 300 Denizens of Duat 319
The Guilds 300 The Seven Gates 322

Table of Contents 7
The Trials of Duat 324 Disabled 350
Storytelling Timelessness 327 Disembodied 350
Adrift in Endless Waters 327 Disinterred 350
The Churning Maelstrom 328 Disoriented 350
Still, Calm Waters 331 Distracted 350
Tales Through the Sandglass 332 Dormant Sovereign 350
Biker Fiends from Duat 333 Driven 351
The Shadow of Sothis 333 Echoes of Descent 351
Far From Home 334 Eddy 352
Children of Irem 335 Effortless Effort 352
The Darkest Turn 336 Emanation 352
Memory Broker 337 Embarrassing Secret 352
Mortal Power 338 Enervated 352
First and Foremost 339 False Memories 352
Build-a-Beast 340 Far-Reaching 353
The More You Know 341 Fatigued 353
Mummies on Mars 341 Flagged 353
Duat Falls 343 Forgotten Skill 353
A Glimpse of the End 343 Frightened 353
Begins Again 344 Fugue 353
Geometric Alignment 354
Appendix:
Going Westward 354
Conditions and Tilts 346 Graceful Descent 354
Conditions 346 Guilty 354
Accelerated Descent 346 Haphazard Cultists 354
Accursed Knowledge 346 Heresy 354
Addicted 346 Identity Crisis 354
Alternative Current 346 Impassioned Shade 354
Amnesia 347 Informed 355
Apprehensive 347 Inspired 355
Auspicious Descent 347 Intoxicated 355
Avarice 347 Iron Grasp 355
Awestruck 347 Isolated 355
Berserk 347 Leveraged 355
Blessed Minions 347 Lost 355
Blind 347 Luminous Pillars 355
Broken 348 Madness 356
Charmed 348 Megalomaniacal 356
Confused 348 Memory Bleed 356
Connected 348 Mirage 356
Crown 348 Mismanaged 357
Cursed 349 Mute 357
Damaged Pillar 349 Notoriety 357
Dead Dreamer 349 Obsession 357
Delusional 349 Ominous 357
Déjà Vu 349 Precipitous Descent 357
Deprived 350 Relentless 357
Devouring Urge 350 Repression 358

8 Mummy: The Curse Second Edition


Rip 358 Earthquake 363
Shaken 358 Extreme Cold 363
Shaken Faith 359 Extreme Heat 364
Soulless 359 Flooded 364
Spooked 359 Frozen Time 364
Steadfast 359 Hallowed Ground 364
Swooned 359 Heavy Rain 364
Sybaris (Stage One — Unease) 359 Heavy Winds 365
Sybaris (Stage Two — Terror) 360 Ice 365
Sybaris (Stage Three — Desecration) 360 Immobilized 366
Thrall 360 Inferno 366
Wanton 360 Insane 366
Whirlpool 360 Insensate 366
Zealous 361 Knocked Down 366
Tilts 361 Leg Wrack 367
Amkhat’s Curse 361 Lifebane 367
Arm Wrack 361 Poisoned 367
Avalanche 361 Powerful Current 367
Beaten Down 362 Sandstorm 367
Blinded 362 Scything Blades 367
Blizzard 362 Sick 368
Charnel Ground 362 Skincrawler 368
Collapsing Ceiling 362 Stunned 368
Concealed Pit 362 Swarm 368
Dark Waters 363 Time Loop 369
Deafened 363 Unhallowed Ground 369
Drugged 363

Table of Contents 9
BELOVED SERVANTS
Two young men trudged do. I will aid you and your family “What did it tell you?” the
through the desert, far from the for as long as I live. I promise.” woman asked.
city’s limits. The first, adorned in “Its name,” the mummy said,
fur and jewelry, led the second, ••• “It is the ‘Pharaoh of Mice.’”
dressed in flax cloth. “So we’ve got its name and
Pert-en-hat opened his eyes
“There it is!” The first man and grasped at the leather seats. where the bastard’s keeping it,”
pointed to a half-buried obelisk stone. He took a moment to take in his Tristian said, “That’s all I need
“You brought me here to see surroundings. The year was 2020, to know. I’ll give my people the
a rock?” the second man asked. and he sat in one of the self-moving update.”
“Once your family realizes we’re chariots his cult called a “van.” Tristian got on the phone. As
gone—” The man sitting at Pert-en- he talked, the woman leaned over
“We’ll be back before hat’s left reached over and grasped to study Pert-en-hat’s face.
nightfall.” The first man dug into his chest. “Easy there, we just hit a “You learned something else,
the sand beneath the stone, and bump.” didn’t you?” She put a hand on his
pulled out an effigy of a cat, carved The mummy grabbed the shoulder. “You can tell me.”
from lapis lazuli. “I wanted you to man’s wrist. “Who said that you “Farah, I saw its creator.”
see this.” could touch me?” “Was it someone you knew?”
The second man examined it. “Wait!” The man shouted. “It’s “In a sense, yes.”
“Another rock?” me, Tristian! The thief you hired?”
“My lord, I don’t understand.
He traced his fingers over the “Pert-en-hat,” the woman to Who is it?”
sculpted patches of fur and around his right said, “He’s telling the
the perfectly re-created scar over Pert-en-hat sighed. “The relic.
truth. Let him go.”
its left eye. He shook his head and It’s mine.”
He looked at her, stared into
smiled. •••
her gray eyes, and released the
“Mouser,” he said, “It’s man. The young man expected to
Mouser!” see one of the master craftsmen
“I am sorry,” Pert-en-hat said,
The first man grinned. “I know when he entered the guildhall.
“When the relic calls to me, my
you loved her very much. I crafted Instead, the seven cloaked
mind gets — distorted.”
this from my memories of her. Now, guildmasters of the Tef-Aabhi
He watched Tristian shake beckoned him from the atrium
she will be the Pharaoh of Mice.”
his wrist and felt a twinge of into a private hall, and shut the
The second man hugged the shame. A year ago, he would have door behind him.
effigy. “Thank you.” shattered the thief’s arm in three
He fell to his hands and knees
“That’s not all,” the first man places and summoned a swarm
before them.
said, “I will present it to the Tef- of beetles to devour him before
Aabhi, and when they look upon a single cry of mercy crossed his “Most holy Shan’iatu!” he
my work, they shall proclaim me lips. It would have been wrong to prostrated. “Forgive me; I did not
a fellow master craftsman. Then, do so, but the power would have intend to shirk my labor, only to
I will bring you with me. We shall come naturally. Now, mustering demonstrate my craft.”
no longer be master and servant, the strength to grab someone was He looked up, just for a
but guildmates. Your family won’t a challenge. moment. Their faces were well-
live in the barracks anymore.” hidden by the hoods of their cloaks.
The second man looked at the One of them spoke in a husky,
first, shocked. “You don’t mean that.” feminine voice. “We know what
The first man put his hands on you’ve done. Show us what it can do.”
the shoulders of the second, and “Of course.” The man stood
looked deeply into his gray eyes. “I up. He invoked the Pharaoh of
Mice, speaking its name and say this is a way better deal than young man and his family from his
holding it above his head. A mouse I thought we were going to get home. The young man, the family’s
poked its head from a crack in the when we robbed his tomb. I could master, witnessed their arrest
floor. Another squeezed through get used to this.” and demanded an explanation.
a crevice in the ceiling. Mice from “He recruited you,” Farah said, They would not tell him why they
all over the guildhall poured into “because he saw potential. If it had captured them or where they were
the room, crowding the floor and been any other tomb, you and your going. When he struck one of the
standing at attention. friends would not be alive right secret police to the ground, the
“It controls the weak,” the now. Remember that before you rest overpowered him and carried
man said. “As long as you believe get too comfortable.” She waved him to his guildhall.
you rule them, they cannot over a woman to join them. There, servants stripped him
disobey. Watch.” “This is Emma,” she said. of his finery and bathed him. They
He commanded the vermin “She’s the eldest of us. She’ll be held him down and poured a bitter
to leave. They fled the room. The heading in for an interview with drink into his throat. They clothed
workers outside shrieked and Mr. Collins. Once she gets him to him in robes with hieroglyphics he
cursed as the rodents ran as one open the safe, she’ll signal your didn’t recognize and sent him to
through the guildhall’s exit. The team over the radio.” march with the others.
mice continued into the town, and “Good to meet you, Emma.” Now, his head swam as he
then to the sands beyond. Tristian took her in, low-cut dress reached the end of the corridor.
He said, “If it pleases the and all. “You know, for the oldest He stumbled and tried to grasp
Shan’iatu, I shall add this treasure member, you don’t look a day over the wall with an unfeeling arm.
to the panoply and take my place 22.” His grip lost strength, and he
as master craftsman.” Emma smiled. “Thanks, but slammed face first into the floor.
There was a moment of she was 26 when I stole her body.” Two cloaked figures, Shan’iatu,
silence. She winked at him and walked into carried him to an altar. Blood from
the building. his broken nose stained it. They
“No,” said the husky voice.
did not care.
“You have earned something He laughed. “She’s kidding,
greater, should you accept it.” right? Right?” “What is this?” The young man’s
question mingled with the sound of
The man blinked. “Yes, of Farah pulled out a jar of red
chanting and screaming nearby.
course! What is it?” liquid from her jacket and drew a
sigil into the ground. One of the Shan’iatu lifted
The Shan’iatu looked at him,
a long, copper spike above the
and for a moment he saw the heads
••• young man’s head.
of animals, not people.
“You earned this.” The man
“You will learn,” the husky The young man shuffled recognized her husky, feminine
voice said, “In due time.” deeper into the tunnels beneath voice. “You accepted it. Our empire
the city, where the pillars dug into is eternal, and you will be its
••• the earth. He moved shoulder- vessel.”
Tristian looked up at to-shoulder with other workers.
She thrust the spike into his
the skyscraper, shaking his He recognized some of his fellow
forehead. It was his first death.
head. “Robbing a corporate sculptors.
headquarters in broad daylight. Earlier that day, a group of •••
You people are my kind of crazy.” Maa-Kep dragged the gray-eyed
Pert-en-hat’s cultists assured
“It’s the only way we can get to
him the plan would work. With
the relic,” Farah said. “If Pert-en-hat’s
Farah’s sorcery, the body thief
visions are right, it’s in Mr. Collins’
as decoy, and the aid of world-
personal safe, and we need him to
class thieves, they would take the
open it up before you move in.”
Pharaoh of Mice, and he would
“Right.” He looked over the return to Duat with the relic
building’s blueprints. “I gotta without lifting a finger.
They hadn’t expected their enough to get a clear view of her several inches into the concrete
mark to find the body thief’s radio. face in the dim torchlight. Her gray below both. He convulsed and
They couldn’t have imagined that eyes seemed alight with wonder. went still.
he knew they were coming. They Pert-en-hat stood dumbfounded. Emma struggled against the
were not prepared for Mr. Collins “No!” Emma shouted. “You rope. “Farah? Stay with us! Farah!”
using the vessel and commanding don’t know what he’ll do!” “She’s not dead,” Tristian said,
every employee to hunt down the “It’s you,” the young woman “Not yet.”
team. said, “from my dreams. My father, Pert-en-hat lifted the Pharaoh
They would need him after and his grandfather, they served of Mice from the ruins of Mr.
all, and he would need to gather you. Do you remember?” Collins’ desk. He traced his fingers
all the strength in his dying body. The muscles on Pert-en-hat’s along the patches in its fur, and the
He sprinted into the building, skinless face twitched. His mind’s scar on its eye.
tossing away the glassy-eyed eye saw vague memories of a A husky, feminine voice
workers trying to tackle him. young man in the desert with eyes echoed in his mind. Leave them.
When he reached the elevator like hers, but nothing else. “No.” They can be replaced. Return it to me.
doors, he ripped them from
The woman sighed. “We’ll give The mummy’s head ached.
the wall and hurled them into
it some time, then. I’m Farah.” “I…”
the crowd. He leaped into the
empty elevator shaft. His body “Master, do something.
•••
melted into the concrete floor Please!” Emma yanked her body
on impact and he swam through Mr. Collins stood with a away from Farah. “The police’ll be
the building like a fish moving hunch. His eyes were bloodshot here any minute!”
upstream. The Pharaoh of Mice and his clothes were soaked in Return it to me. It’s mine!
shone like a beacon among the sweat. His body had a corpse’s “No,” Pert-en-hat said. “It’s
skyscraper’s inferior materials pallor. mine!”
and mediocre architecture. He “You’re dying,” Pert-en- He crushed the Pharaoh of
followed its light. hat said. “Without the proper Mice in his hands and its power
He emerged from the floor invocation, it feeds on you. There’s flowed through him. The pain in
of Mr. Collins’ office. The relic still time. Give it to me, and I can his body ceased, and he cried to the
stood on the businessman’s desk. save you.” heavens in joy.
It radiated warmth that soothed “Save me?” Mr. Collins He tore the rope binding
the mummy. Mr. Collins stood wheezed out a laugh. “When I have the cultists. He placed a hand
between Pert-en-hat and his goal. the power of a god? No. It’s not me on Farah’s chest, over the bullet
Beneath him sat Farah and the you should worry about.” wound. “Live!”
others, tied together. He shot Farah in the chest. She His life force flooded her
“So.” Mr. Collins kept his gun slumped over. Her blood soaked body and her wound sealed. She
trained on the captives. “You’re into the rope. coughed up gold-tinted blood.
the man who wants to steal my “I have more than enough for
treasure.” Pert-en-hat felt a chill spread
the rest of—” from his chest to his limbs. His
••• Before Mr. Collins finished skin shriveled and he fell to
his sentence, Pert-en-hat leaped the floor. Farah and the others
Pert-en-hat rose from his on him and smashed his head grabbed his body, but their voices
sarcophagus, confused. He knew through his desk, the floor, and sounded far away.
Emma, but she was surrounded by
Before he returned to the
strangers.
sleep of death, the voice in his
“This is your master,” she said head spoke once more. I am very
to the others. “Kneel before him!” disappointed in you. But I am
They did so, save for a woman merciful. We will try again. After
no older than her late teens. all, you are my most beloved
Instead, she moved to him, close servant.
But then, as she knew too well, the more fondly we imagine
something will last forever, the more ephemeral it often proves to be.
— Iain M. Banks, Excession

Mummy: The Curse is a storytelling game of timeless souls things about yourself that contradict the narrative you’ve so
set in the Chronicles of Darkness, a world much like our own, carefully pieced together?
but full of supernatural horrors. This book contains everything It’s a game about power: the consequences of wielding
you need to create your Arisen characters and their followers it, the things for which we trade it away, what it feels like
and guide them on their Descents throughout history. when it wanes.
In Mummy: The Curse you play a former citizen of the
Nameless Empire. Its sorcerer-priests granted you immortality, but THEME: MEMORY
at a cost. You awaken from your deathly slumber brimming with
Each Descent, the Arisen begins as a blank slate. If she’s
power, but devoid of memory. Each Descent is a race to discover
lucky, her cult reminds her who she is and fills the gaps with
who you were and who you’ve become, before Duat claims you
facts about her lives, her plans, and anything that stands in her
once more. What will you build with the time you have?
way. However, not every rising starts with an orientation session.
The Arisen don’t always experience time in a linear fash- Sometimes the mummy has to piece herself together on her own,
ion. A mummy awakens in 1950s America, but recalls parts of cobbling her memories together into a timeline as they surface.
her prior Descent occurring in 2012. She remembers history
As immortals whose lives span eons, mummies attempt to
out of order, both the world’s and her own. How can she bring
anchor themselves to the world even as it moves on without
about the things she knows are coming? What pieces can
them. They make connections, not only to their cults but also
she change, and who will she become if she changes them?
to other Arisen, sharing experiences across the millennia.
You may also play members of the Arisen’s cult — mortals Memory shapes identity, and the more lines a mummy can
dedicating their lives to serving the Deathless. Whether you’re connect, the better she can anchor her sense of who she is;
the heir to a millennia-old sorcerous legacy, or a new devotee, but tethers snap, and rope frays. Memory can be unreliable,
you carry out your mummy’s wishes while she sleeps. You guard and for the Arisen it’s often fragmented and out-of-context.
her tomb. You manage the business she established in a prior It’s frustrating having to rely on other peoples’ interpretations
Descent. You seek out relics to empower her when she awakens. of events. Sometimes, however, it can be liberating. If you
In return, she trusts you to wield a sliver of her immense power. don’t know who you were, you can be anyone you like —until
We present options for playing a meret — a group of recollection comes knocking.
mummies — or a mixed troupe of Deathless and mortals as
they carry out the wishes of their Judges in Duat, race against MOOD: DISCOVERY
the competition to reclaim relics, and battle their ancient
enemies, the Shuankhsen. A mummy’s Descent is full of discovery. Immediately
upon waking, she has to figure out where she is, and when.
Mummy is a game about empires: how they’re built, how She quickly learns what her cult requires of her. Sometimes
they fall, how we reinforce them and how we break free. her enemies reveal themselves before she’s even shed her
It’s also a game about individuals: who you are and who wrappings. At its heart, however, Mummy: The Curse is
you perceive yourself to be. What happens when you learn about the Deathless discovering themselves. How does new

14 Introduction
The Mummy (1999) represents several elements of
Mummy — a race to find a hidden city and claim the rel-
ics within, traps laid to protect the tomb, ancient sorcery.
Playing with Compassion Imhotep’s desiccated body repairs itself much like one of
the Arisen, and his formidable displays of power could easily
Few Arisen inhabit the same body they lived in be Utterances. Though their aim is to keep him from rising
when they were alive in Irem. They may appear rather than serving him, the Medjai have been protecting
as a different race or gender than they recall from Imhotep’s tomb for thousands of years, much like a mum-
their previous Descents. We greatly encourage my’s cult.
playing a diverse range of characters, but remind
players and Storytellers to be thoughtful about BOOKS
how you address such concepts at your table.
Please be mindful and avoid harmful tropes and 11/22/63, by Stephen King (2011) explores many of the
comments that might be triggering to other mem- ripple effects altering a timeline can cause, both on a small
bers of your gaming group. scale and a global one.
The First Fifteen Lives of Harry August by Claire North
(2014) Though Harry would technically be one of the
Reborn, this novel is both a good example of what it’s like
to use knowledge from an earlier Descent to nudge history,
information about old sins affect your plans, your sense of
and how it feels when your best friend in one Descent might
self? With every revelation about his previous Descents,
turn out to be your eternal nemesis, too. The Chronus Club
the Arisen has to reassess what that knowledge means for
functions both like a mummy’s cult and a group of Arisen
him now. Maybe he was someone better back then, and sees
whose Descents overlap.
his past as a standard for which to aim; or maybe he was a
monster, and his past actions horrify him. What things does The Time Traveler’s Wife, by Audrey Niffenegger (2003)
he accept, what does he try to bury all over again? gives readers a sense of what it’s like for mummies to expe-
rience their Descents in a non-linear fashion, and the effects
INSPIRATIONAL MEDIA that can have on those devoted to them.
For sorcerous cults, the works of Robert Howard and
Mummy: The Curse can span several genres. You might Clark Ashton Smith showcase their rituals and eldritch
want to tell a story inspired by 1920s pulp adventures, or observances.
opt for a quieter game of self-discovery in a modern setting.
Here are some books, games, and movies that evoke these GAMES
varying aspects.
Assassin’s Creed: Origins (2017) is set in Ptolemaic Egypt,
MOVIES AND TELEVISION and its stunning visuals can inspire Storytellers running
scenes in lost Irem or the first Sothic Turns.
Altered Carbon (2018) In the future, people store their
memories on disks and transfer their consciousness from body Planescape: Torment (1999) follows an immortal character
to body, granting them a type of immortality. attempting to piece together memories of his previous lives.
Bubba Ho-Tep (2002) Though the film features a mummy
as its antagonist, we’re recommending it for the way it shows
LEXICON
the characters dealing with aging and the powerlessness they The following is a sample of the core terms used in the
feel as a result of it. world of Mummy.
Fringe (2008) Another study in how memory shapes A’aru/Aaru: The afterlife to which worthy mortal souls
identity, the character of Dr. Walter Bishop underwent ascend after death.
several brain surgeries to remove memories he felt made ab: In the five-fold soul, the heart.
him dangerous. As the series progresses, he regains many of Affinity: A mystical imbuement that grants a mummy
them, and must deal with the fallout. the quiet power to prevail at his purpose.
Memento (2000) is an excellent exploration of memory Am-Khaibit: A Judge of Duat presiding over those
and loss, and how someone builds (and alters) their narrative committing crimes against humanity. Known as the Eater
with limited and often conflicting information. of Shadows.

Inspirational Media | Lexicon 15


Anpu: A god of Irem responsible for death, mummifica- Endless: Immortal creatures bound to limitations other
tion, and the afterlife. Sometimes referred to as the Nameless than those experienced by the Deathless and Lifeless.
Jackal or Anubis. Eternal: A type of immortal who extends their lifespan
Apotheosis: A fabled state of being whereby mummies through use of a relic or similar powerful anchor.
might either end or otherwise transform the cycle of death- fiend: Terrifying creatures bound to the Law of Suffering
and-rebirth to which they have chained themselves for in Duat. Sometimes called “akheriu” or “akathartoi.”
eternity.
guild: One of six mighty organizations in lost Irem, each
Arem-Abfu: A Judge of Duat presiding over those com- overseen by the Shan’iatu; the five modern guilds reflect the
mitting crimes against the cosmos. Known as the Final Judge. Arisen’s reconstructed visions thereof.
Arisen: A mummy or mummies created in lost Irem by heka: A term used to refer to magic.
the sorcerer-priests of the great guilds.
henet: The spiritual repose into which mummies fall
Ashem: The decree of shadow. when they must take their rest.
ba: In the five-fold soul, the spirit. immortal: Humans achieving vastly extended lifespans,
benbenet: A human or piece of sacred geometry in the without undergoing the Rite of Return.
midst of a Judge’s emanation bearing its crown. Inheritor: An individual in whom the Arisen has invested
Blood Bather: A type of immortal who extends their Pillars via the Rite of Investment.
lifespan through ritual sacrifice and immersion in blood. Irem: The Arisen nickname for the many-pillared city
Body Thief: A type of immortal capable of psychically that was the seat of the Nameless Empire.
or magically transferring their soul into the body of another Iremic: The Iremite language, roughly analogous to
being to extend their lifespan. Archaic Egyptian and Old Egyptian.
crown: A metaphysical signifier marking a person or Iremite: “of Irem”, such as a mummy who lived their
piece of sacred geometry as a Judge’s herald in this world. A mortal days in Irem, or an artifact crafted in Irem.
crowned benbenet speaks and acts with the Judge’s authority.
Judges of Duat: The godlike beings who sit in judgment
cult: Customary term for any group of mortals that has over departed souls; each Arisen pledges himself to the service
forged a bond with a mummy. of his people and his purpose before one of these beings.
Deathless: All mummies who are not Lifeless. ka: In the five-fold soul, the essence.
Deceived: Mummies of a “lost” guild who practiced Kenemti: A Judge of Duat presiding over those committing crimes of
the Nomenclature and wielded the terrifying power of true blasphemy and desecrating the sacred. Known as the Penitent.
names.
kepher: The psychic resonance the Arisen sense when
decree: One of five defining pronouncements an Arisen tracking sources of Sekhem or relics of lost Irem.
might make before the Judges of Duat; one’s decree deter-
khat: The Arisen’s original body, mummified during the
mines which aspect of the five-fold soul guides a mummy
time of Irem.
throughout unlife.
Kher-Minu: A minor guild of warriors and tomb guard-
dedwen: A mystical property contained in all things,
ians, whose deaths and souls are tied to their weapons.
mutable and valuable, capable of being shaped into its own
Between Descents, the Kher-Minu’s body turns to stone.
perfected form and granting prosperity. Properly refined,
dedwen can be transformed into Sekhem. Kheru: The decree of heart.
Descended: The Arisen state during henet in Duat. Lifeless: Umbrella category of warped, less perfected
visions of undeath than the Arisen. While mainly used for
Descent, the: An activity period, or life cycle, for a
Shuankhsen, it can also apply to vampires and other undead.
mummy; it could last a night, or it might last a year. Also
called “Semektet” by Arisen scholars. Maa-Kep: The Arisen iteration of an ancient guild of laborers
and spies specializing in the creation of mystically imbued amulets.
Deshret: The decree of spirit.
Maar-Kherit: A minor guild originally composed of
Devourer, the: The oblivion goddess Ammut, who
physicians and healer-priests, warped into Sybaris-spreading
devoured the souls of those whom the Judges of Duat had
horrors by a failed act of resurrection.
judged and found wanting.
meret: Customary term for an alliance among several
Duat: The Iremite underworld, to which Arisen souls
Arisen; denotes the group as a unit.
return during their henet, ruled over by the Judges.

16 Introduction
Mesen-Nebu: The Arisen iteration of an ancient guild sheut: In the five-fold soul, the shadow.
of craftsmen and smiths specializing in the occult trans- shade: Living shadows and inhabitants of Neter-Khertet.
mutations of alchemy.
Sickness, the: Informal term for the occult miasma that
Nameless Empire, the: The lost, predynastic Egyptian settles over living mortals unaccustomed to the ancient
civilization that gave birth to all true mummies. power and dread presence of a mummy (q.v. Sybaris).
Nebha: A Judge of Duat presiding over deceivers and sorcerer: A human who perceives and manipulates
liars. Known as the Flame. Sekhem.
Neheb-Ka: A Judge of Duat presiding over crimes borne of Sothic Turn: An interval of time coinciding with the
human pride and arrogance. Known as the One Who Unifies. end of the previous canicular period (about 1,460 years),
Nesrem: The decree of essence. during which all the Deathless arise unsummoned and seek
Neter-Khertet: A realm on the border between life and out new purpose.
death, ruled by the god Anpu. Shades, ghosts, Amkhata, and Su-Menent: The Arisen iteration of an ancient guild of
some fiends dwell here. funerary priests and ritualists specializing in the creation of
nome: The territory over which a mummy exerts their vessels of the shell.
influence. Sybaris: Customary term for the Sickness, experienced in
Pillar: One of five aspects of the ancient soul — heart, one of two ways: terror or unease.
spirit, essence, name, and shadow. Tef-Aabhi: The Arisen iteration of an ancient guild
Reborn: A type of immortal who reincarnates in a new host of architects and engineers specializing in the creation of
each time they die, retaining the memories of their past lives. magical effigies.
relic: A vessel containing distilled or refined Sekhem (or, temakh: The mystical essence the Shan’iatu possess in
in rare cases, substantial levels of unrefined Sekhem) and thus place of human souls.
bearing both discernable mystical properties and an attached Timeless: A broad term used alternately for any entity
curse; found in one of five general forms (amulets, effigies, capable of existing across multiple eras and timelines at once
regia, texts, and uter). or in a non-chronologically linear order, or for any creature
ren: In the five-fold soul, the name. that can potentially exist forever.
Rite of Return: The sorcery that created the Arisen and Unem-Besek: A Judge of Duat presiding over the theft
that binds its Sekhem to their souls so they can walk among of land, denial of sustenance, and disruption of dominion.
the living. Known as the Eater of Entrails.
Sadikh: Trusted mortal servants of the Arisen, granted Usekh-Nemtet: A Judge of Duat presiding over those who
a limited type of immortality from the Rite of the Engraved would challenge the Judges and seek immortality. Known as
Heart. the First Judge.
sahu: The corporeal, mutable body of an Arisen, which Usheb: The decree of the name.
commonly changes appearance with the decrease in Sekhem Utterance: A powerful spell invoked by a mummy
and raising of Memory, to resemble the mummy’s lasting through the power of his Sekhem.
image of themselves. vessel: An object that has either naturally accumulated
seal the flesh: The mummy ability to force their sahu to or been artificially imbued with Sekhem.
reform and heal when damaged. vestige: A vessel containing pure/unrefined Sekhem and
Sekhem: The pure “life force” that gives both the Arisen bearing few mystical properties, but holding a great deal of
and their occult traditions power. emotional or spiritual value to one or more earth-bound
Semektet: The period during which an Arisen is awake. souls.
Sesha-Hebsu: The Arisen iteration of an ancient guild Wadjet-Itja: A minor guild of tricksters, gamblers, and
of magistrates and scribes specializing in the creation of the oracles, who supplement their imperfect immortality by
occult word. stealing years from mortals’ lifespans.
Shan’iatu: The cabal of sorcerer-priests who ran the Witness: A mortal who, via exposure to the Arisen and
ancient guilds and created all mummies. her cult or through being a reincarnation or descendant of
someone close to the Arisen, is drawn to the mummy’s orbit.
Shuankhsen: The deadliest of the Lifeless, they are
Often, a Witness stirs the mummy’s memories of Irem.
mummies who have been lost to shadow.

Lexicon 17
18
I have traveled through the tomb, dark and lonely ground. I am here now. I have come.
I see. In the underworld, I embraced my father. I have burned away his darkness. I am
his beloved. I have killed the snake. I have given him meat. I walk in my sleep through
earth and heaven.
— The Book of the Dead

GUILDS The Shan’iatu chose workers from these guilds to under-


go the Rite of Return and become living monuments, for

N o empire survives by its rulers alone. Many hands built monuments to Irem have always been guild business. Their
Irem, many minds kept it running, and many hearts guid- dread sorcery wrote these purposes into the souls of the
ed its worship. Those who kept the wheels of empire greased blessed, memories deeper than mind, flesh, or bone. A guild
and turning were organized into guilds, sworn to service in is not an organization, but a raison d’être. Being Deathless
their areas of expertise and passion. means committing to eternity the same calling to which they
dedicated their lives.

I am Deathless. I die, but I return.


I am a relic. I am a monument to a buried empire.
I dedicate life and death and life again to my unending purpose.
My soul is eternal. I devote myself to one of its aspects.
It reminds me who I am no matter how many millennia I persist or what I forget.
I am not my own master.
My Judge demands my faith and service. I reap what I sow.
I am Arisen. Memory is fleeting, but these things endure.

Guilds 19
Spies, Junta, Dapifers of the Arisen, and the beat they walk is all of civilization.
They shepherd ideological purity; sometimes those ideas
I listened closely while he spoke. The people would love him,
come from the Judges, sometimes from the mortals the mum-
he said. They would offer their loyalty gladly, and in exchange
mies guide, and sometimes from their own meret’s priorities.
they would gain power over their own fates. All it would take
was a revolution, guns and fists raised high in silhouette against Magnanimous in Victory, Blameless in Defeat
the orange blaze that would light up the night and banish tyran- Maa-Kep rarely take the spotlight themselves, instead
ny. I could see his passion, his dedication. His logic was sound. gathering information and then reporting it to someone
His preparations were prudent. Even now, I laud his efforts. else who does the forward-facing work for them. This is
He looked up from his maps and schedules to beam a smile partially because they believe to take credit is to disrespect
my way. He cut a handsome figure, there in the candlelight, and their place as tools and useful right hands, passed down to
I admit his plan had merit. It was a temptation, as surely as any them from the Judges and the Shan’iatu. It’s also for plausible
convincing bait ever is. I smiled, too. deniability in case something goes wrong. It’s not that they
throw their friends under the bus, it’s just that it’s easier to
“So,” he said, “what do you think? Will it work?” smooth things over later when they’re not the ones catching
“It would have,” I assured him. “It would have worked very the heat. They’re loyal to their leaders but unafraid to speak
well, were it not for one fatal flaw.” truth to power — if only behind closed doors. They shape
civilization around them by forever making corrections and
“What’s that?” he asked, concern writ plain in his bright adjustments to everything and everyone, whether with one
eyes. quiet word or with a brute force tool — like a fellow mummy
“You told it to me.” or a well-armed cult.

TRADITION OF THE AMULET FOUNDATIONS


The relics of the Maa-Kep are protective talismans, badg- In Irem, the Dapifers were originally a collection of middle
es of office, engraved emblems that declare something to be managers — slave drivers, overseers, and convoy masters.
true, and unobtrusive seals that can hold back power, carry They gradually made themselves indispensable, demonstrat-
it, or transfer it from place to place. Worn or mounted, they ing their dedication to making sure Irem’s caravans ran on
passively soak in magic and secrets. Like their amulets, the time and their understanding of the inner workings of empire.
Maa-Kep are subtle protectors and preservers of ideas and The Shan’iatu eventually recognized the guild’s potential to
ideals, those who quietly move power from hand to hand or be so much more, and elevated the Maa-Kep to act as secret
rein it in when it needs limiting for the greater good. They police whose true purpose was hidden from the other guilds.
serve quietly but never let anyone forget how important they They preserved the ideological purity of Irem, making sure
are. They absorb information, only doling it out when, and to no one strayed from the path to glory and conquest in the
whom, they believe it’s warranted. They’re the secret police gods’ names.

20 Chapter One: The Arisen


THE WHEEL TURNS
The guild’s secret duty didn’t stay hidden forever; by the time of the Rite of
Return, the others knew why the Spies had been chosen. Their fellow mummies
don’t always remember it, though. Having a Maa-Kep in the meret is a slow pendu-
lum swinging between trust and suspicion, as her comrades rediscover her covert
goals over and over again; but by the time they remember, she’s always made
herself too damn useful to ignore. To this day, it’s gauche to talk about it in
polite company, and usually the meret’s cults other than the Maa-Kep’s itself
aren’t in the know even once the Arisen remember. To those who don’t,
the Junta are valued advisors and scouts, playing the roles of coordinator,
majordomo, surveillant, appraiser, and yes, spy — it’s just that few realize
this spy is always a double agent, even if it’s for their own good. (Usually.)
Maa-Kep are kingmakers and internal affairs agents, watchdogs
and stewards. They are project managers supporting their merets and
cults, rooting out incompetence, corruption, and untrustworthy sorts.
They watch over their allies, but also constantly evaluate them. For
those who do remember their purpose, a Dapifer is all those things,
as well as the conductor guiding the meret’s train along the rails
and keeping everybody else in line. Some appreciate it, some
resent it, and many feel differently depending on the Descent.
The Maa-Kep’s cults are extensions of themselves by way
of surveillance, information gathering, and spreading out
like a web of eyes and ears with the mummy at its center.
The Junta are men in black and spymasters, but also
keen investigators with cults full of detectives and
journalists, and mysterious strangers waltzing
into someone’s life, helping him out for no
apparent reason and then vanishing into the
ether — arranging people and events on a grand
scale humans can’t see. They’re not the ones who
give a man a fish; they’re the ones who teach him
to fish by writing the manual and having minions
leave it conspicuously on his desk without ever
talking to him, watching him from across the street
with binoculars while he reads it, and then expecting
him to do it right.
Once, the Dapifers weren’t the ones with the big
picture vision, instead enforcing that of the Shan’iatu.
They were content with that — but the Shan’iatu aren’t
around anymore. The Maa-Kep view themselves as the
Shan’iatu’s true successors because they enshrine Irem’s
highest ideals. They know how things are really supposed
to be done, and how to make sure they’re done that way.
The less they remember or care about their original man-
dates, the more they build their own versions of the grand
vision in their minds and enforce those. They insist it’s what
the Judges want — who better to keep the seats warm for
the great sorcerers than the ones who stood by their right
hands so long ago?

Maa-Kep 21
AS SOTHIS ASCENDS
A Maa-Kep deals with immortality through reliance on
her powers of observation and knowledge-gathering to catch Beyond the
her up on anything she forgets or misses, and by staying
focused on the minutiae. She can’t contemplate the exis- Shadow of Pillars
tential dread of knowing she’ll probably outlive the human
Mesen-Nebu: You make an excellent van-
race if she’s busy micromanaging everyone else and poking guard, even if your materialistic streak makes you
her nose into their business 24/7. She might miss old friends, a bit of an embarrassment. We’d never say so to
but at least she got to know them better than anyone else your face, though.
did — probably better than they knew themselves. Thus,
they live on in her. Sesha-Hebsu: Without you, many valuable se-
crets would be lost. Without us, your judgments
The patterns the Spies see and perpetuate in the world would ring hollow.
are those of behavior, relationships, and philosophies. They
track the principles every society values and how it main- Su-Menent: Curb your worst impulses, my
friend. Your work is important, but not as import-
tains its high road, or falls from it into a subversion or even
ant as you think it is.
perversion of its purported ideals. They understand how
civilizations rise and fall by the integrity of their beliefs, their Tef-Aabhi: It’s an intricate dance we weave,
dedication compared to their hypocrisy, and how well their isn’t it? We both have long memories, but yours
people work together. are so much more reliable. Pity, that.
Starfall Wadjet-Itja: One day, we’ll dig up the se-
cret of how you managed your chicanery, and
A Junta turns her back on the Judges because she sees on that day, you’ll wish you never pretended at
what she believes is a flaw in the gods’ plans or comes to immortality.
believe that something has corrupted even those lords of
Duat. Those who grow to resent their servitude don’t do
so because they hate the concept of serving, but because
they feel they’re not being utilized to their full potential, • Deep-cover espionage agent, collecting intelligence
they’re being ordered to uphold an impure idea, or their about cultures and nations around the world and only
elegant work is stymied by frustrating obstacles beyond their reporting back what pushes her employers to act the
control. Others fall to corruption themselves, losing faith in way she wants them to
their purpose after standing vigil for so long or craving the
spotlight after lifetimes of hiding in the shadows. • Project manager at a large company, raking in money so
Vessels: Amulets the cult can donate large sums to ideologically desirable
groups
Affinities: Affable Aid, Amulet of the Envoy, Nexus of
the Soul • Butler and house manager for a rich and bustling
estate belonging to another Arisen and consisting of
WHO WE ARE generations of a dynasty cult
• Internal affairs officer in a metropolitan police de- • Trusted advisor to an influential politician or crime
partment, monitoring society’s dedication to its ideals lord, whispering and nudging to influence govern-
through its law enforcement ments, underworlds, or both

22 Chapter One: The Arisen


Revolutionaries, Alchemists, Brokers stone and eternal life — they already have that, after all. It’s
about the occult principle of dedwen: “prosperity.” Dedwen
“That’s it?” she grunted. “A handful of starry-eyed children
comes of transmuting potential to power; uplifting the base
and desperate runaways? That’s not a cult.”
and unfinished to a more perfect state, whether it’s metals
“Not yet,” I said, watching them fondly on the security feed and medicines, people, or societies. Thus, all prosper, and
as they milled around or huddled together, confused and fright- all things maximize their value. What “perfect” means var-
ened. “But I will make of them something extraordinary.” ies from Judge to Judge and meret to meret, but regardless
of the end product, every Revolutionary feels the drive to
“What’s the point? In the time it takes, you could grasp pow-
improve — themselves and everything else — and none are
er at the highest levels of this little social experiment of a nation,
willing to settle for anything but the best. They earn that
a hundred times over.”
epithet every time they look at the way something is and,
“I could,” I conceded. I tapped the screen with one perfectly dissatisfied, change it into what it could be.
manicured nail, pointing out the one who had already opened
the tome I left them and begun to try deciphering its sigils. She
Value in Utility, Perfection in Beauty
couldn’t have been older than 17. Her life was the blink of an To the Mesen-Nebu, a thing’s worth isn’t in its practical
eye, but in that blink — oh, the wonders she would master. use or monetary value alone. Dedwen comes from aspiration
“Yes, I could. But these children hold more dedwen in their little to all facets of the gold coin’s worth: its utility as currency, yes,
fingers than your posturing fools contain in their entire bodies.” and the rarity that makes it desirable, but also its lovely shine
that gleams in the sun. Beauty is in the eye of the beholder,
My comrade shook her head. She didn’t understand. But but in the Broker’s mind, each beholder should work to sur-
she would in time. These waifs would transform into beautiful, round themselves with what they desire, what pleases them.
blooming flowers, loyal worshipers dreaming of pillars reaching It’s not a shallow belief in appearances mattering more than
higher than the clouds. Mine to shape. All mine. what’s underneath, or a hedonistic indulgence (although
many Alchemists do that too); it’s an arcane principle un-
TRADITION OF ALCHEMY derlying the very concept of worth, marrying function and
The relics of the Mesen-Nebu are objects and materials of form together into a true ideal. Why settle for dull jewels
beauty and value, transformed from something base. Potions when you could polish them? Some think the Mesen-Nebu
and medicines, superior weapons and armor made of magical frivolous, but they work just as hard as any Arisen, producing
alloys, luxuries crafted from secret formulae, beautiful jewelry. wonders and encouraging others not to settle either.
Like their regia, the Mesen-Nebu transform and perfect. An intrinsic part of the pursuit of dedwen, and the vis-
They see potential in everything, and know how to coax ceral lure of this pursuit for these Arisen, is in its elusiveness.
it out through mystical processes granted to them through Even forms of value that seem objective to mortals, like a
their understanding of the mystery of alchemy. For them, product’s market price or one tool achieving its purpose
alchemy isn’t about the mortal idea of the philosopher’s more efficiently than another, are subjective and debatable

Mesen-Nubu 23
to the Mesen-Nebu based on esoteric criteria that being constantly pushed to do more and do it better,
only those initiated into the guild’s mysteries com- to grow cults and train cultists in new skills. The
prehend. Beauty is the most elusive prize of all; Mesen-Nebu often represent the meret to outsid-
conceptions of what’s aesthetically pleasing vary ers, using elegance and aesthetics combined with
from era to era, from culture to culture, and from a practical transactional mindset to persuade the
person to person. The quest to understand beauty, skeptical to meet demand with supply.
the Alchemists say, is their true purpose. Crafting The Mesen-Nebu’s cults are exten-
miracle medicines and sorcerous weapons to aid sions of themselves by way of their
the meret and its cults is a bonus — it’s in hooks into the world’s econo-
the process that the real work lies, because mies and industries, and their
the process is what produces the dedwen. influence over the populace’s
desires. Many Mesen-Nebu
FOUNDATIONS plant or recruit cultists in the
In Irem, the Brokers forged the superior higher echelons of market-
panoply with which the Shan’iatu and their ing firms and advertising
soldiers conquered others, invented cures and agencies, in red-light dis-
restorative potions far in advance of not only tricts running high-end
their contemporaries but even, in some cases, escort services, and in
modern medicine, and kept the empire’s coffers modeling and magazines
full. They introduced commerce and perfected to gauge (and sway) public
it to an art, demonstrating the power of exchange opinion on what’s desirable.
and economy as a form of alchemy, too — turning Others use their significant reach
work into bread and investment into reward. They and resources to invest in chemical
studied the properties of the world with mystical and materials science laboratories,
sciences the rest of humanity wouldn’t discover sneaking occult secrets into the
for millennia. The Mesen-Nebu of Irem viewed formulae, or to found circuses,
themselves as the guild most dedicated to ex- bands, and dance troupes to
pressing the glory of the gods and displaying it seek purer forms of aesthetics.
for all to see — and to bow before. A Revolutionary’s cultist is as
likely to be a talent scout or
THE WHEEL TURNS the producer of a reality show
like American Idol as they are to
In the modern world, where capitalism
invent experimental drugs and
reigns and the material sciences are highly
sell them on a street corner. The
advanced, the Alchemists are in their
one thing the Alchemists’ cults
element. Of the Arisen, they’re the most
never are is idle.
given to ostentatious displays of wealth and
fame among mortals. They take varied roles As masters of dedwen, the
ranging from chemists, doctors, and invest- Mesen-Nebu see themselves
ment brokers to fashion designers, hairdressers, as the true successors to the
and career counselors; they serve anywhere they Shan’iatu because they under-
can transform and improve, or help stand how to foster prosperity,
others to do so. They seek beauty and what is an empire that
in all things and strive to fulfill the doesn’t prosper? The other
desires of others, shaping mortal guilds may build things that
institutions by giving them what last, but it’s the Alchemists
they want in exchange for mate- that make sure they have
rial goods, favors, or worship. everything they need to do
Having a Revolutionary in a it. These Arisen keep food
meret means never wanting on the table, money in
for anything, but it also means the bank, and joy in the
heart. Dedwen, they say, is

24 Chapter One: The Arisen


how the Shan’iatu perfected their sacred arts and created
the cycles that live on beyond them; who better to make
sure the wheels keep turning than those that understand
dedwen best?
Beyond the Born of Gold
AS SOTHIS ASCENDS Maa-Kep: Your false modesty ill becomes the
The Mesen-Nebu deal with immortality by always keeping Arisen. We’d rather have true peers than watch-
their eyes on the next prize and reinventing themselves with dogs that pretend to serve.
every Descent. They view their cycles of death and resurrec- Sesha-Hebsu: We make a good team — we
tion as iterations — crucibles that purify and transmute their open the deal, you close it. Education transforms
souls into more perfect versions of themselves each time they civilization, a respectable form of dedwen. We
face their Judges in Duat’s long halls. Nothing is gained by salute you.
dwelling overmuch on what is lost, because whatever it was Su-Menent: You play at godhood and imagine
became something better in the losing. it makes you worthier than the rest of us. We re-
The patterns they see and perpetuate in the world are spect the wish to better yourselves, but keep some
those of commerce and trade, and how the worth of things perspective, please.
waxes and wanes. They track the delicate balance between Tef-Aabhi: Together we will surpass the great-
prosperity and greed, and note how certain trends increase est achievements of our lost empire. Prosperity
or decrease how much of the population steadily produces rises from strong foundations, and you lay those
dedwen; a stagnant culture and a depressed economy may beautifully.
herald a civilization’s proper end, or may signal a disruption Kher-Minu: Give us time. We’ll figure out a
of the natural cycle, and the Mesen-Nebu recognize which way for you to transcend your imprisonment and
is which. They understand that everything in the world is a be something more. Something new.
zero-sum game because all resources are finite, and they see
which way the scales are tipped.
Starfall
A Mesen-Nebu turns his back on the Judges because he’s • Personal trainer transforming mortals through fitness
decided to put his own prosperity above theirs, succumbing regimens and literal miracle drugs
to greed or pursuing self-actualization. He might grow frus-
trated at the lack of obvious return on his investment when • Head of a modeling agency sacrificing the most attrac-
he sacrifices vessels to Duat, or suspicious about the use to tive models to Duat as “regia”
which all that dedwen he transforms into Sekhem for the
Judges is put. Some Brokers abandon their first purpose to • Stockbroker quietly influencing the stock market
follow inspiration or insight into the true nature of beauty according to his whims
and dedwen, and pursue it to the exclusion of everything else.
• Jeweler whose work is so highly coveted he only sells
Vessels: Regia (sing. regium) at private auctions, through which he influences the
Affinities: Almsman’s Tithe, Divine Flesh, Hone the Soul 1%

WHO WE ARE
• Talent scout seeking young artists or musicians, turning
them into major stars

Mesen-Nubu 25
Diplomats, Lorekeepers, Arbiters for future generations. They see value in even the smallest
piece of recorded data — even a shopping list or Instagram
They described his crimes to me one by one, in great detail.
selfie tells the reader or viewer something.
Word for word, I took them down, my pen scratching across the
page in quick, precise strokes. When they fell silent, I looked up Knowledge itself is only a means to an end, though —
at him, pen poised. He watched its point as one might watch a ultimately, the Lorekeepers believe in all their accumulated
serpent ready to strike. millennia of work both comprising and being empowered by
the divine Scroll of Ages: the cosmic record that inscribes all
“Please,” he said. “You know me. I’ve been loyal. Faithful! of history and thought from the gods’ omnipotent vantage.
Show mercy, and I promise I’ll never—” What’s recorded is not as important as the sacred act of
“It is not my privilege to show mercy. The Judges will hear recording it.
your appeal. I do only as they demand.” Learning Breeds Wisdom; Ignorance Breeds Folly
He paled. “The Judges? But… you can’t mean…” With the Diplomats’ primary duty comes another: using the
My pen came down. In a few smooth strokes, his fate was wisdom gained from recorded knowledge to impartially mediate
written. I didn’t apologize as they dragged him away, though my and advise others in conflict. The Sesha-Hebsu believe anyone
heart ached. They come and go. It’s the way of things. else trying to fill that role would have gaps in their insight
leading them to make the wrong decisions; thus, they are the
Maybe if I keep telling myself that Descent after Descent only ones in a position to negotiate, pass judgment, and provide
then it will someday get easier — but I doubt it. unbiased counsel when it comes to the most important matters.
Remaining neutral is not just a matter of professional pride, but
TRADITION OF THE SCRIBE of divine mandate; sullying the Scroll of Ages with prejudice or
favoritism is the gravest sin an Arbiter can commit. Any caught
The relics of the Sesha-Hebsu are scrolls and tablets
doing so earns righteous curses and sanctions from their fellow
recording history, information, prayers, and magic. They set
Arisen, up to and including violence against the mummy or her
precedent and establish facts, allowing dynasties and bureau-
cult, or confiscating relics and resources.
cracies to flourish beyond living memory. They preserve sto-
ries, spells, and other aspects of oral culture so fallible mem- The Sesha-Hebsu believe magic flows from two cosmic
ory and even death can’t erase knowledge from the world. keystones, the Will and the Word. The Will conceives, and
Relics that arise in modern times are often books and other the Word gives those conceptions life. The Sesha-Hebsu
documents, but don’t always look much like the traditional are the Word’s keepers; the Will was once the purview of a
understanding of texts, enshrined on film, magnetic tape, traitorous lost guild known now only as the “Deceived,” who
or optical disk. Nevertheless, they serve the same purpose: practiced ren-hekau, the magic of true names. Were this
record, preserve, and inform. The Sesha-Hebsu themselves magic not as lost as those who performed it, the Lorekeepers
do the same. They are the scribes and bureaucrats, archivists would debate whether they should destroy it to prevent
and reporters: absorbing all knowledge and setting it down corruption of the Scroll, or claim it as their own.

26 Chapter One: The Arisen


Diplomats, though masters of language, typically aren’t verbose. They choose their words carefully, knowing how each echoes with
weight and carries the potential to change the world. It’s a heavy responsibility they don’t take lightly, and one sorcery plays no part
in — anyone, even the lowliest mortal, can topple cities and take lives with a single word, if they only know the right one to inscribe
for the right eyes. Despite their core philosophy, many Lorekeepers feel uneasy about literacy’s availability to so much of humanity in
modern times; billions of people with the power to change everything could easily bring civilization to its knees prematurely.

FOUNDATIONS
In Irem, the world’s first imperial bureaucrats claimed the secret of literacy at a time when few could, making the Sesha-
Hebsu elites second only to the Shan’iatu themselves. They enjoyed privileges
beyond those of other guilds, granted the honor of mediating disputes between
the great sorcerer-priests, and passing judgment on any case too important
to leave to local governors to adjudicate but not quite important enough
for the Shan’iatu’s involvement. The Arbiters were responsible for keeping
a record of all major decisions and endeavors, as well as providing legal
counsel, performing administrative tasks like transactional bookkeeping for
the Mesen-Nebu or taking down a dying pharaoh’s last words, and scribing
copies of important texts for cities across the Nameless Empire.

THE WHEEL TURNS


Today, the Sesha-Hebsu are much lower on the lad-
der than the hazy recesses of Memory tell them they
should be, because reading and writing are so much
more common in modern civilizations. They flock
to academia, where they can still find a measure of
exclusivity in traditional scholarship. Some embrace
the rise of computing to recapture the culture of highly
skilled, in-demand masters of vast stores of knowledge, while
others decry the ephemeral nature of electronic data and shun it
as anathema to their purpose. While today’s Lorekeepers still prize
the sacred arts of hand-wrought inscription, the word “record”
means more than it used to, and many take full advantage of modern
recording technology. Cameras of all kinds fascinate the Diplomats
and prompt heated arguments over whether images captured on film
contribute to the Scroll of Ages, or whether it really is the written
word that holds all the power. They clash over whether digital
vessels are truly worthy of the Judges. Is a digital scan of an arcane
text still sorcerous? Does Sekhem flow across wireless data streams?
Is the modern glut of mass media wondrous or horrific (or both)?
The Sesha-Hebsu’s cults are extensions of themselves as curators
and scriveners; even the gods’ chosen scribes can’t be everywhere
at once, and populations grow exponentially with each Sothic
Turn, creating ever more history that needs passing on. No longer
can they assume their cults wield power simply by virtue of their
education; instead, Sesha-Hebsu cults act as pillars of journalism
and research. The Maa-Kep are the information brokers when
it comes to secret intelligence and gossip, but when millennia
of accumulated wisdom and occult lore are needed, seek
the Sesha-Hebsu. Arbiters and their cultists range from
court scribes, notaries, lawyers, and judges, to reporters
and bloggers, to biographers (and autobiographers),

Sesha-Hebsu 27
documentary filmmakers, and oral historians; from photog-
raphers and cameramen to translators and researchers; from
archaeologists and archivists to forensic scientists studying
handwriting and written evidence or analyzing surveillance Beyond the Testimony to Ages
footage and incriminating photography to solve crimes.
Maa-Kep: We appreciate your hard work in
As the Scroll of Ages’ keepers, the Sesha-Hebsu see uncovering secrets, but stop keeping them so
themselves as the true successors to the Shan’iatu because close to the vest. We watch the watchers, in case
they were entrusted with the duty to judge their fellows and you were wondering.
keep the peace. It’s a small step, they say, between interpret-
ing law and making it; between passing judgment and ruling
Mesen-Nebu: You make strong marks on the
Scroll of Ages. Don’t let greed blind you to your
outright. Who knows the sorcerer-priests’ intent better than purpose; you’re better than that.
those chosen to keep their wisdom, holding themselves apart
from the masses through impartial judgment that surely must Su-Menent: Your arrogance is unearned.
come straight from the Judges’ own mouths? Remember your place. These “experiments” of
yours aren’t holy paeans to the Judges — they’re
AS SOTHIS ASCENDS pure vanity.

Diplomats deal with immortality by appointing them-


Tef-Aabhi: As we give voice to history, you give
it form. First comes the Will, then the Word, and
selves as wise counselors and mentors that hate seeing other lastly the Web: that which connects all we bring
people make the same mistakes that have always been made into the world.
— or repeating their own. The only way to cope with being
a part of so much history is to find ways to learn from it. Deceived: If the Namers were not already mere
They also appoint themselves mediators among the Arisen, footnotes in the Scroll’s margins, we would make
preventing Irem’s successors from falling to infighting and
them so.
intrigue against one another when they all have better things
to do. While the Mesen-Nebu often play the role of a meret’s
“face,” the Sesha-Hebsu arbitrate conflicts and negotiate around to hold them to objectivity, corruption and decisions
terms with other merets and supernatural beings. made according to whim, grudges, or gut feelings are more
The patterns they see and perpetuate in the world are common among the Diplomats than they ever were in Irem.
those of learning and literacy, how much a society relies on and Vessels: Texts
values news and education, and how much it uses propaganda
Affinities: Eyes of Justice, Loremaster’s Guile, Master of
and lies to manipulate its citizens. They encourage the former
the Written Word
if they think the Judges would prefer wisdom to spread to the
masses, or the latter if they believe in controlling it for only WHO WE ARE
the chosen few. They track important events and threads of
causality that run throughout history, and how prominent • Tomb-raiding archaeologist who knows every language
figures — mortal and supernatural — make their marks on the living or dead, recovering and translating lost texts,
Scroll of Ages. From Hollywood to politics, from social media both relic and mundane
to university campuses, the Sesha-Hebsu see the impact of
recorded media on the way humans relate to one another, and • Judge for a neutral court that handles disputes for all
how it sways their decisions. They’re better at remembering supernatural beings living in the city
things they’ve recorded or read than their own lives.
• Investigative reporter publishing breaking news stories
Starfall before any mortal outlet possibly can
A Sesha-Hebsu turns her back on the Judges because in
sending texts to Duat she’s actively destroying earthly knowl- • History professor at a local college writing ground-
edge, which is counterproductive in the quest to complete breaking research papers citing sources no one’s ever
the Scroll of Ages; or she views the Scroll itself as nothing heard of, and taking student cultists on “field trips” to
more than Shan’iatu propaganda to keep the guild in line. distant places
Some Arbiters come to believe they shouldn’t be impartial • Photographer capturing perfect images of places no
— after all, they’re the judges of the Arisen, why shouldn’t human would dare visit
their opinions matter? Now that no one but their peers are

28 Chapter One: The Arisen


Morticians, Necromancers, Shepherds just afraid enough of death, cultivating a healthy respect but
stopping them from trying to cheat it with blasphemies or take
She was trying to impress me with her knowledge, I could tell.
its power for themselves. These Arisen are dark sorcerers of
I let her prattle on about ancient civilizations — as if she knew
ritual sacrifice and gentle psychopomps; clinical experts of
what “ancient” really meant — and took pains to look fascinated.
mortuary science and authorities on matters of the soul. They
Finally, she showed me to the glass case that held what I needed:
understand existential journeys and the passages between
what remained of the mummified shell of my beloved queen.
the living world and Duat better than anyone. They remain
“With radiocarbon dating, we’ve narrowed down the time- tight-lipped about these secrets to protect others from the
frame for this mummy’s life to sometime during the early Middle grim enormity of their arcane knowledge, and to preserve the
Kingdom,” she said with a smile, laying a hand flat on the glass sanctity of their dread, holy purpose.
as though she could connect herself to the distant past.
Life Begets Death; Death Begets Magic
Pure nonsense. I remember now, Your Perfection. I remem- People often console themselves in grief by telling them-
ber your wise eyes and the shape of your silhouette against the selves it doesn’t matter what happens to the body after death
white pillars. You perished much longer ago than this Middle — it’s the soul that’s important. The corpse is just a shell.
Kingdom — but I will bring you back. I must. The Su-Menent understand that the shell holds power, too.
“Thank you,” I interrupted the curator mid-sentence. “That Having housed life and as the conduit for the mystical process
will be all.” of its end, a corpse carries the residue for as long as it persists,
which acts as potential to house Sekhem again. Moreover, the
“I beg your pardon?” she said. shell’s preparation has demonstrable effects on the soul’s fate,
“No need,” I replied, as I reached out to grasp her thin neck and on any echoes a dead thing leaves behind. Necromancers
in my hand. Her eyes went wide and her limbs jerked as I care- manipulate and exploit a cadaver’s potential, practicing a lesser
fully crushed the life from her body. “I commend your sacrifice version of the arts the Shan’iatu used to enact the Rite of
to the Judges. May you rest in peace.” Return itself. While strictly devout Su-Menent rebuke anyone
putting it in such bald terms, they can’t deny the truth of it,
TRADITION OF THE SHELL and it often makes them arrogant. However, truly introspec-
tive Shepherds whisper their own heretical theories; what if
The relics of the Su-Menent are lingering remnants of Irem’s sorcerer-priests craved power over life and death for the
life, preserved in death; paradoxes of living energy channeled same reason mortals do — plain and simple terror? Were they
through withered remains, transgressing natural law to harness desperate enough to keep from fading away to rewrite the laws
the power of necromancy. Like their uter, the Morticians are of mortality itself to ensure their escape from it?
walking anomalies, eternal beings crossing the line between
life and death as a sacred purpose. How a civilization treats FOUNDATIONS
its dead — and how gone they believe those dead really are
— says a lot about the fears it buries beneath its banal exte- The Su-Menent of Irem saw themselves as the Shan’iatu’s fa-
rior. The Shepherds master those fears to ensure humanity is vorite children, the privileged few allowed to sit at the grown-ups’

Su-Menent 29
table for sacrificial rites and funerary preparations. In These Arisen act as priests of the Judges and con-
truth, the Shan’iatu inducted mortal mortuary priests sciences for their merets, for a certain definition of
into a guild entrusted with their darkest secrets to “conscience.” Mortal morality doesn’t concern them,
feed the mortals’ egos and prevent those secrets from but they pressure their peers to abide by whatever
getting out. Someone had to do the grunt work of they believe is “proper” and “holy” for mummies,
sacred burial, so they took measures to make those whether that means interpreting the Judges’
someones’ unquestioningly loyal. Treated like special commands, delving into Memory to dredge up lost
conspirators, the Shepherds of the Nameless principles of Irem to champion, or finding a new
Empire never dared betray their mas- faith to help their fellows cope with an eternity
ters, and lorded what they saw as of servitude and achronological time.
favored status over their peers The Su-Menent’s cults are extensions of
relentlessly. Their reputation themselves by way of procuring supplies and
was one of flawless devotion and securing privacy. In many cases, “supplies”
absolute faith, and they lived up to are dead bodies, purloined from graves and
it more often than not. To cross the morgues or made dead just
Su-Menent was to risk one’s eternal for the occasion. They
soul, as they could refuse to bury could also be occult
someone properly when they died, tomes, charms, and re-
ensuring a hellish afterlife. agents for funerary rites
from cultures around the world,
THE WHEEL or even mummified corpses sto-
TURNS len from museums or unearthed from
undisturbed sarcophagi. The Tef-Aabhi may
In the Rite of Return’s wake, the build tombs and master the Lifeweb, but the
Necromancers understood the truth of Su-Menent understand the mystical give and
their place in Irem, and their fellows take of a tomb’s energies best, attuned to the
knew vindication. The revelation hasn’t ways in which a place where the dead lie or
humbled the Su-Menent much, but it has linger clings to souls and magic. Su-Menent
given them a lot to think about. Still, they recruit cultists already predisposed to con-
continue their work, chasing the mysteries spiracy and fanaticism — those used to lives
of life-in-death and death-in-life, and governed by hierarchies of fear and obedi-
teaching societies to respect and revere ence. Shepherds regularly induct ghosts
the dead. They infiltrate and influence into their cults, appointing them along
mortal religions to encourage adherence to with other kinds of undead and lesser
principles of permanence and longevity — immortal guardians to watch over their
not coincidentally, the funerary practices workplaces, and graveyards or temples
they espouse result in more ghosts and they claim as theirs. A Necromancer
other remnants they can press into their needs his cult to cover up the evidence of
service. They take up positions as medical his grisly activities (and perform their own),
examiners and morgue attendants, gravediggers, to infiltrate mortal religions and spread the
game hunters, and taxidermists, as well as priests, ideas he wants spread about death and the
counselors, and other spiritual advisor roles. They afterlife, and to help his meret create and
play fast and loose with mortal law, robbing graves safeguard the sacred rituals that govern resur-
and killing when they must to perfect their ves- rection, summoning, and other ways humans
sels. No one is better at disposing of a body than interact with their Arisen patrons.
a Su-Menent. They’re also innovators, always As sorcerer-priests themselves, the
seeking the next secret of the Shan’iatu’s lost Su-Menent see themselves as the
art; they experiment with corpses and Sekhem, true successors to the Shan’iatu
creating undead abominations and servants loyal because, regardless of their ascend-
only to them, with bizarre and unsettling powers. ed masters’ original intent, they are
Sometimes, they even do it on purpose. the caretakers of the Nameless Empire’s most valuable

30 Chapter One: The Arisen


The patterns they see and perpetuate in the world are
those of ending and revival, tyranny and revolution, terror
and courage. They track times of mass devastation, death,
Beyond the Eulogy for Souls and panic: wars hot and cold, plagues, terrorism outbreaks
— and more recently, disasters due to climate change. They
Maa-Kep: We appreciate your sharp eyes can predict body counts and how quickly a community will
when one of our own goes astray. We don’t ap- bounce back, or whether it will at all. They have insight
preciate your thinly veiled attempts to spy on our into the minds of serial killers, religions that perform ritual
secret rituals. sacrifices (human or otherwise), funerary rites, and how
Mesen-Nebu: It’s shameful, the way you flaunt cultures deal with fear, hysteria, grief, and loss.
meaningless wealth and court earthly desires. The
Arisen should be above such mummery. Starfall
A Su-Menent turns his back on the Judges because he seeks
Sesha-Hebsu: You think yourselves Judges?
Think again. We are not beholden to your pale Apotheosis or wants to become like the Shan’iatu himself, taking
imitation of Irem’s true law. the power of death magic for his own gain rather than for the
gods’; or because he loses faith that the Judges’ plans are best
Tef-Aabhi: “Lifeweb” implies life, and where for the greater good. He might come to resent eternal servitude,
there’s life, death follows. When your works particularly once he remembers that in life the Shan’iatu manip-
crumble to dust someday, what remains?
ulated him to keep their secrets, or he might — given the right
Maar-Kherit: You are our great folly, and we crisis of faith or life-changing experience — convert to another
will make it right — but keep your guilt trips to religion. Shepherds investing Pillars into cultists with strong
yourselves. One can’t learn without first making beliefs in other gods, or resurrect into their bodies, sometimes
mistakes. find those gods taking up space in their hearts.
Vessels: Uter
Affinities: Blazing Zeal, Fated Soul, Flesh-Culled Secrets
magics. Death and resurrection, life and its pale imitations:
these are the pinnacle of Iremite occultism, the principles
WHO WE ARE
upon which Duat and the Rite of Return stand. Who better • Medical examiner for the local police performing au-
to rule than masters of the very foundations of the Arisen topsies, extracting “evidence” by questioning homicide
condition — who may, some whisper, someday perfect their victims’ corpses, and fudging paperwork to cover up
own all-powerful rites and join the Shan’iatu in godhood? missing or mutilated bodies

AS SOTHIS ASCENDS • Popular demagogue keeping his cult enormous by


Shepherds maintaining strong faith in the Judges lean on actively evangelizing to mortals and converting them
that faith to sustain themselves and others in coping with to worship the Judges
immortality. As eternal instruments of the gods, they always • Occult pawn shop owner buying and selling macabre
have more responsibilities — after all, almost everyone dies. trinkets made from bat wings, shriveled fingers, shark
They allow themselves no time to dwell on their own situ- teeth, and animal hearts, and keeping the ones that
ation. Doubters suffer crises of conviction, as they see the turn out to be vessels
long millennia stretch out before them and wonder why they
alone are denied final judgment and final rest. It scares them • Serial killer trying to create an advanced form of zombie
to realize just how much power builds up in the shells they that can function as a cultist, thinking for itself and
inhabit, and what someone else could do with those shells capable of holding invested Pillars
once they’ve moved on. These Necromancers deal with
eternity by turning their mastery of existential fears inward, • Grief therapist for the supernatural underworld helping
facing and conquering nightmares about persisting beyond monsters and mortals deal with unnatural loss and
humanity’s end or losing all Memory for good. strange fatalities, and studies other creatures born of
death

Su-Menent 31
New Pharaohs, Architects, Geomancers pervades a mummy’s tomb, but the Architects know it
pervades everything. Like their effigies, the Tef-Aabhi foster
Primly suited executives applauded politely around the table,
connection and order, serving as keystones for the alignment
as the speaker finished his proposal. I didn’t. Instead, I spoke up
of occult powers and catalysts for spiritual harmony. They
for the first time in months, prompting stares from one and all.
build and sculpt, crafting representations of the gods’ will and
“Your timetable is too short,” I said. “Construction will complete
venerating symbols of the past to uplift civilization. Mystical
on October 6th, and no sooner.”
mathematics, Fate, the stars in the sky, and the alignment of
“Um…with all due respect,” the presenter stammered, “de- earthly things: these are the Geomancers’ tools, with which
laying three months will anger the stakeholders. They might pull they push humanity to build in Irem’s image.
sponsorship. We’ll lose funding.”
Power in Sympathy, Memory in Form
“Is that so?” I fixed him with a steady gaze. “Whose sponsor- The core of the Tef-Aabhi’s power lies in sympathy: the
ship would you rather lose? Theirs, or mine?” idea that one thing may stand in for another, not just rep-
They all shuffled uncomfortably. “May I ask why finishing resenting it but actually connected directly to it. Whatever
early is a problem?” the speaker said eventually. happens to one happens to the other; the effigy may channel
whatever power the original has. To the Architects, the
“No, you may not.” Lifeweb is sympathy’s ultimate expression, the lattice that
They spent the rest of the meeting scrambling to adjust powers those connections by linking all things and beings
project deadlines and allocate resources, but I didn’t stay. I had through Fate. The web traverses not just distance and
my own preparations to make. The planets only align in this realms but history: an effigy may be connected to another
configuration once every 700 years, and I’ve been planning this being or another place, but any monument is also Memory
since the last time. No trivial mortal matter will get in my way. given form. They’re erected as memorials to honor the dead,
If these shortsighted, moneygrubbing halfwits can’t follow orders, great people’s deeds, or turning points of the past. They
I’ll have to find someone else who can. may even draw power from mystical similarities to other
beings and places, even ones that ceased to exist millennia
TRADITION OF THE EFFIGY ago. Structures built according to sacred geometries spell
out symbols that manifest power from Duat and from Fate.
Mortals think of effigies as representations of people used Aligning a pyramid — or a skyscraper — with a certain con-
for rites of destruction, but to the Tef-Aabhi an effigy is far stellation in the sky draws down that constellation’s oracular
more. Any monument or representation is an effigy: an object insight and gains influence based on the god or concept the
or structure created as a symbol for something else, con- constellation represents. Timing the completion of a bridge
nected to the past and to people, places, concepts, or gods. or highway with an eclipse or planetary syzygy infuses the
Effigies derive their power from the Lifeweb, Netit-Sekhem, structure with the event’s cosmic pull.
named for the goddess of primordial creation, spiders, and
These connections lead the Tef-Aabhi to prize longevity
weaving. Other Arisen call the Lifeweb a product of sacred
and persistence: what good is spending all that time and
geometry, a metaphysical lattice of geomantic energies that

32 Chapter One: The Arisen


effort perfecting a building’s alignment or the expressive this guild call themselves New Pharaohs: the will and might
curve of a statue’s face just to see it torn down a decade of the Judges made manifest, standing in for them to
later, all its Sekhem and mystical potential wasted? Just walk among mortals and craft sacred works. They see
like the Arisen themselves, effigies wax and wane in the Lifeweb’s sympathetic connections everywhere
power based on cosmic cycles — so to achieve their — not just in buildings and sculptures, but in so-
full potential, they must persist through many cieties and cultures — and tend to be the most
such cycles. Effigies are expressly designed to cosmopolitan of the Arisen. They take to the
symbolize events and lives that are fleeting, thus modern world’s massive metropolises more eas-
enshrining ephemeral things as something more ily than their fellows, often getting involved
lasting. Some Architects believe the Lifeweb in urban planning, city architecture,
is the Memory of all humanity’s history construction, and similar industries.
and future, laying out instructions They engage in sculpting and pot-
for building the perfect civilization, tery, wood carving, and creating
if only the guild can decipher and street installations. They join
follow them. city councils and committees
to make decisions about what
FOUNDATIONS monuments the government
In Irem, the Tef-Aabhi were erects. They influence society
the architects and designers to run on nostalgia to preserve
building the cities and great historical districts and memo-
temple-tombs of the Pharaohs. rials, but they also encourage
They helped craft the very djed, urban development of all kinds
or pillars, that anchored the to enact Netit-Sekhem’s plan
Nameless Empire’s power as for what will be the Memory of
representations of the spine of the future. As self-appointed
Azar, and erected statues and guardians of Memory’s material
monuments to the glory of the forms, Geomancers aid their
Judges and the Shan’iatu. merets and cults in locating
They constructed the for- and building tombs and
tresses and impregnable other sacred structures;
walls that defended Irem. they’re the best among
As masters of the Lifeweb, the Arisen at planning
they were entrusted with the ahead for future Descents,
duty of building what would be- dealing more adeptly with
come the Arisen’s tombs as well. their achronological exis-
They were responsible for the tences, and deciding what
magical matrices that allowed the Arisen should remember
relics to anchor and empower and how the world should
such tombs, carefully building remember them.
passages and adjusting ley lines The Tef-Aabhi’s cults
to allow Sekhem to flow just so. are extensions of themselves
by way of master-apprentice
THE WHEEL TURNS relationships and securing
mundane things like licenses
Today, the Tef-Aabhi shape civi-
and real estate to make sure the
lization by manipulating humanity to
Tef-Aabhi have what they need.
align what it builds to the shape of
Many New Pharaohs see it as
the divine, just like the Pharaohs of
their responsibility to cultivate
old who ruled as representations of
crafts among mortals, and their
the gods on Earth — symbols of their
cultists take apprentices and found
power given human form. Thus, members of
or fund independent schools. Some also

Tef-Aabhi 33
its own sake more than most, and prize anything that helps
remind them of the past, treating these as anchors that help
ground them as their lifespans stretch on and on into a future
Beyond the Spider of Fate they can only try their best to shape. They treat the loss of
things, people, places, and cultures they remember fondly
Maa-Kep: You always seem to know exactly as motivation to build memorials to them and perform their
when and where to show up to complicate our sacred duty of enshrining memories in effigy.
lives. Inconvenient for us personally, but impres-
sive, nonetheless. The patterns they see and perpetuate in the world are those
of urban and community expansion, geomantic traditions like
Mesen-Nebu: Prosperity is a noble goal, feng shui and ley lines, navigation, cartography, and landmarks.
but you’ve heard of the Ship of Theseus, yes?
Sympathy to the past only stretches so far. They can track urban development across centuries and pre-
dict how a city will rise and fall; they know how long a struc-
Sesha-Hebsu: We’d give more credence to ture or object will last and what kinds of events or activities
your Scroll of Ages if you had any proof that it will bring it down prematurely, and whether the timing of an
exists. You keep order, however, and that’s valu- event is auspicious or mystically ill-advised. They’re good at
able on its own. astrology, and at recognizing faces, shapes, colors, and forms;
Su-Menent: Guide our hands — whatever you a Tef-Aabhi may forget names, but never forgets a face.
need in a tomb, in a temple, we can provide.
Tell us your wildest dreams, and we’ll make them Starfall
come true. A New Pharaoh turns her back on the Judges because
Deceived: Is it any wonder you fell from she sees the Arisen as imperfect monuments due to their
grace? Chasing such a formless, fleeting vessel consistent loss of Memory. Those who dare whisper about
was bound to leave you grasping in the end. rebellion or Apotheosis want to turn themselves into pure
monuments, flawless representations of the Judges, usurp-
ing and wielding the full power of the gods through perfect
sympathy and remembrance. Others resent not being able
to create relics themselves or be truly creative in ways com-
teach subjects like mathematics and engineering, or work as
pletely divorced from Irem’s lingering legacy, and hate the
theoretical mathematicians and engineers themselves, turning
way they perpetuate old patterns just by existing.
their careers toward their cults’ sacred techniques. The guild
also recruits cultists from religions that already have magical Vessels: Effigies
traditions based on poppets, totems, grave goods, and other Affinities: Guardian Statue, Model Lifeweb, Nest of Dolls
such sympathetic practices, as well as psychics demonstrating
talents in psychometry, astrology, and geomantic sensitivity. WHO WE ARE
The Tef-Aabhi see themselves as the true successors to the
• City planner hijacking construction and expansion
Shan’iatu because they literally built the Nameless Empire.
projects to build a giant mystical lattice for a massive
Theirs were the hands and minds that aided the Shan’iatu in
ritual over the course of multiple Descents
raising the great djed that made up Irem’s mystical anchors;
theirs the sacred calendars and geomancy that determined • Street artist teaching kids and teenagers to reshape the
when and where rituals would take place, including the great city, subtly influencing their work’s themes and subjects
Rite of Return itself. The Architects argue that without them,
Irem, its sorcerer-priests, and its mummies would all have • Architect-mystic designing new tombs for fellow Arisen
perished long ago, swallowed forever under the endless sands. in exchange for vessels, cultists, and favors
Who better to build a new empire than those who have already
done it once and succeeded beyond anyone’s wildest dreams? • Irem scholar studing ancient monuments’ connections
to the Nameless Empire and helping foster Memory in
AS SOTHIS ASCENDS other mummies

The Tef-Aabhi deal with immortality by viewing them- • Pagan cult leader specializing in rituals using poppets,
selves as monuments, telling themselves it’s right and good wicker men, fetish dolls, and other sympathetic magic;
that they persist forever as remembrances of lost Irem and a everyone knows he’s the one to see if they want to curse
perpetuation of ancient traditions. They chase Memory for an enemy

34 Chapter One: The Arisen


Where are their dwellings now? Their walls are down,
their places gone, like something that has never been.
— Harper’s Song from the Tomb of King Intef

T he five guilds the Arisen know today are only those that
persisted mostly unchanged. Others prowl the depths of
Memory and buried places, exposing ugly secrets the Shan’iatu
the other guilds. The Deceived are not immortal servants,
but eternal slaves. To the other Deathless, this “lost” guild is
a nightmarish legend they don’t all believe still exists — at
never meant to see the light of day when their lingering rem- least, that they’ll admit. Deceived merets have millennia of
nants rise like ghosts from the sands of time. experience in the shadows, only appearing to snatch nascent
relics from under the other guilds’ noses or crush a cult one
THE DECEIVED minion at a time until all that’s left is to tear their Arisen
apart piece by piece.
Akhem-Urtu, Restless Stars, the Unforgiven An Unforgiven doesn’t, and never can, enter Duat.
The Akhem-Urtu were masters of Nomenclature: ren- Instead, her death rips her human soul and temakh apart.
hekau, the Will, the power of true names. Their guildmasters Both wander Twilight while dead — the soul as a ghost-like
claimed they were the first Shan’iatu, as their signature relics being, finally clear-headed and free of her tormentor, and
were not tangible crafts but ethereal arts, the very spark of desperate to stay that way; and the temakh as an alien and
creative inspiration itself. Upon realizing the Restless Stars corrupted beast of fluid form, seeking its other half to drag
planned to rule them once they reached Duat, the other her kicking and screaming back to enslavement. Reaching
sorcerer-priests betrayed and broke them during the Rite out to the Arisen for help is suicide, and even if she did, her
of Return. Their temakhs, the soul-like cores of their being, temakh would ruin the attempt; and what could the other
shattered like glass. They would have been lost, drifting in guilds do anyway? Plead with their Judges on the Deceived’s
pieces through Neter-Khertet (Twilight) forever, had they behalf? The Judges would never voluntarily allow the Namers
not snatched at last-ditch salvation by attaching themselves back into their fold.
to the souls of their own Deathless servants at the moment The Unforgiven cultivate cults filled with artists and cre-
of the Rite’s completion. atives gripped with the constant urge to create, an obsession
that drives them to the “starving artist” stereotype time and
THE WHEEL TURNS again as they leave everything else in their lives behind. Some
Rather than serving a Judge far away in Duat, an think obsessive artistic geniuses like Poe and Mozart must
Unforgiven suffers the yoke of sharing Semektet (the have been Deceived cultists, although no one remembers for
Descent) with the broken shard of a divine temakh that lives sure. Whenever a Deceived invests a Pillar into a cultist, it’s
in her soul and hijacks her free will. An Akhem-Urtu is one like opening the floodgates to let the howling wind of the
being struggling with two identities, a mummy whose god temakh spill over into someone else — the shard screams
manifests not as subtle urges and vague duties, but a shrieking at both of them now, and is no quieter for it. Their relics are
insanity bent on eternal vengeance. Commands are often seba, moments of creative inspiration. More than any other
half-unintelligible hallucinations or wordless screams that Deathless, the Deceived are muses to humanity, even while
push her to gather and hoard relics while scheming to thwart they resent mortals for possessing that true spark they are
now denied.

Minor Guilds 35
AMONG THE ARISEN reared its head in the world, they do their best to crush it
before they ever find the Deceived that might be behind it.
The Arisen hate and fear the Akhem-Urtu for more than Just in case.
simply their enmity. When they vaguely remember the magic
of Nomenclature from Irem, they recall how commanding it
was, and how their own arts seemed to pale by comparison
KHER-MINU
to its raw creative power. Stone Spears, Tomb Watchers, Eternals
They say the Deceived can use kepher to track down The Rite of Return was not the only death-defying ritual
relics in potentia — they can capture seba by finding inspi- the Shan’iatu and their guilds performed; it was just the most
ration gathering in mortal hearts before it converges into ambitious. They made many preparations and test runs to
a tangible relic, and steal it for themselves before it can refine and perfect their magics, and to train mortal sorcerers
become a text or an amulet. in the arts necessary to aid them in their lofty affairs. Nor
They say if you speak a name associated with one of the were the major guilds the only ones in Irem; they were just the
Deceived, even if she’s lost in henet, she hears you and will ones the Shan’iatu led themselves. Lesser guilds abounded
return to unerringly find you; so, when they have reason to in pursuit of empire, though they were mere tools by com-
refer to the Unforgiven at all, they do so by generic nicknames parison to those groomed to one day be monuments. One
and euphemisms. Just in case. of the largest was the warrior guild.
They say their ancient foes’ true names are written into The Kher-Minu are tomb guardians and latent weapons,
Fate itself, making them truly eternal. The Deceived can immortal through a process that bound their souls to relics.
resurrect no matter what; no amount of scouring their cults Scholars of modern occult phenomena would call them a
and remains from the Earth can stop them from coming back, kind of “Eternal,” thanks to the method by which they per-
even if nothing at all is left of them. When the Arisen catch sist, but they didn’t choose their immortality or the objects
even the smallest rumor that Nomenclature might have that keep them alive. In truth, the Tomb Watchers weren’t

36 Chapter One: The Arisen


originally made to guard tombs at all. They were the product Their loyalties are their own; some remember Irem fondly
of a winning tactic the Shan’iatu used in their wars of con- and serve the Arisen voluntarily, while others harbor deep
quest: mystically prepare a living soldier to shunt her own resentment from many lifetimes of bloodshed and succumb
death into a relic at the moment she’s killed, then protect the completely to their natural violent impulses. Some suffer
relic as she wades through the battlefield, undying and still serious trauma from what the Shan’iatu made of them, but
fighting no matter how many arrows and spears pierce her no matter how much they may want to rest in peace, they
body. The resulting fierce Iremite warriors had a murderous cannot voluntarily allow their relics to be destroyed.
urge that subsumed their living desires, and flesh that turned
to stone when their Sekhem had gone. MAAR-KHERIT
THE WHEEL TURNS Physics, Blights, the Malignant
These Eternals seem like ordinary statues while dead, al- Once, the Maar-Kherit had another name, lost to his-
though they can’t be destroyed. They wake from stone death tory. They were an esteemed guild of physicians and heal-
when a place they ritually guard is disturbed, or when blood er-priests, setting right the disturbed Sekhem flows of the
is shed nearby. Once defeated, though, they can’t rise again sick and injured by curing them of their ills with specialized
for 100 years without a sacred Shan’iatu rite currently lost magics. The Shan’iatu themselves partook of the Physics’
to history; the sorcerer-priests didn’t want their enemies to mystic arts, and taught them how to prolong human lives.
capture their stone soldiers and use them against the empire. As the Su-Menent’s sister guild, the physicians preserved
and protected life above all; their relics, the ankhs, were
Normally, a Kher-Minu must enact a ritual blood oath to
sacred vessels that harnessed breath and life-giving waters,
take on the solemn duty of a guardian who wakes to safeguard
safeguarded, and purified.
her charge, but a mummy can bind a Stone Spear’s relic
as the center of his tomb’s Lifeweb — or that of any other The healers’ guildmasters refused to go along with the
sacred structure — to force her to act as its defender. Doing Rite of Return, condemning it as a perversion of the natural
so requires getting his hands on the relic first, though, and order. To protect their secrets, the other Shan’iatu disposed
the Kher-Minu are peerless in skill, tougher than stone, and of them and their entire guild, disguising the incident as
possessed of a need to spill blood and protect their relics at a plague that took the valiant physicians as they tried to
all costs. Their Sekhem automatically expends itself to close save lives behind quarantine lines. However, a faction of
their wounds, regenerating their flesh in an instant. Thus, Necromancers learned the truth and launched a clandestine,
the only way to stop them is to hurt them enough to deplete heretical attempt to restore the Physics’ souls to their shells.
their Sekhem and turn them back to stone. Their relics turn They wanted to revive their sister guild; but, failing that, they
to indestructible stone as well, impervious to cannibalization, hoped to at least gain access to its valuable secrets.
making the only way to kill a Tomb Watcher the destruction Both aims were futile.
of her relic while she’s alive.
A Kher-Minu’s henet is not a soul-searching journey to THE WHEEL TURNS
Duat, nor does her soul travel through Twilight. She remains The rogue Su-Menent did not uncover the secrets of
inside her stone body, and although she’s dead to the world in resurrection that day. Instead, they produced unliving
this state, she remembers every moment of her imprisonment abominations that spread corrupted life magic like a cancer,
in death when she wakes once again. causing unnatural regenerative mutations wherever their
Sybaris takes hold. Even as the Arisen slumbered in henet
AMONG THE ARISEN while Irem fell, the Maar-Kherit wandered the deserts seeking
Though the Arisen consider the Kher-Minu a “lost” guild an escape from the half-life that gives them no voice and no
— when they remember the Kher-Minu at all — only a few rest. Uncontrollable, twisted Sekhem deforms their bodies
have ever been destroyed over the long millennia. Hundreds and minds with black tumors that leak power, causing Terror
still stand sentinel in dark, dusty places, or lie undisturbed Sybaris constantly. These tumors eat away at their innards,
waiting to be uncovered. Waiting to be released. causing deformities ranging from losing one or more senses,
to an inability to speak, to monstrously swelled brains in
While many Stone Spears can be found guarding tombs
heads too large for their bodies, and worse.
and other places of power or import, others are scattered
around the world — buried under sand, lying at the bottom of In unending agony, the Malignant lash out at anyone
the ocean, or gathering dust in a ruin or museum somewhere. refusing or failing to kill them — they beg for death but
cannot die. Even chopping their bodies into scattered pieces

Minor Guilds 37
or burning them to ash doesn’t stop them from regenerating in sorcery or status, but close enough to satisfy him. He up-
back to full health within a few days. lifted his guild as well, and their already-dubious reputation
The Maar-Kherit learned long ago that ordinary humans exploded into rumors of debauchery, fraud, and corruption.
have no power to end their misery, so they don’t normally The Wadjet-Itja didn’t technically participate in the Rite of
venture into heavily populated areas. When mortals do come Return, as the Shan’iatu declined to share their most secret
into contact with a Blight, they suffer first Sybaris and then a magics with the Gamblers’ master. Being the sly opportun-
hideous pestilence of warped life magic gone out of control. ists they were, though, they used their predictive magics to
Flesh seethes with boils and sarcomata oozing a contagious manage a clever, if weaker, ritual that rode the great Rite’s
pus that glistens, black and viscous. coattails into eternity.
The Malignant wander the world’s empty places seeking
potent sources of Sekhem and other powerful magics, sensing THE WHEEL TURNS
them instinctively and hoping one of them will hold the key The Wadjet-Itja count themselves among the Arisen,
to eternal rest. Some of them still carry their relics, clinging but their immortality is imperfect. They require not just
to what they used to be with the tenacity of the condemned; Sekhem to sustain their Descents, but also the years they
but with no ability to use them or sacrifice them to Duat, steal from mortal lifespans. They do so with a devious array
such vessels are only reminders of a lost history to them. of sorcerous games of chance with which they win those years
from unwitting dupes or people willing to gamble with more
AMONG THE ARISEN than coin; or by manipulating mortal futures through their
divinations, guiding these poor souls to untimely deaths, and
The Su-Menent who took part in the ill-fated ritual often
supping on the lost years their victims should have had left.
don’t remember their horrific failure until forcibly confronted
with it. They haven’t yet figured out a way to end the Maar- The Oracles serve the Judges like any mummy, but their
Kherit permanently and bury their shame, but each Descent guild has no sacred vessel of its own. Thus, to satisfy their
brings another opportunity to try. Their secret still remains masters’ demands and empower their tombs, they barter, win,
a secret among their fellow Arisen, but every time a meret or steal relics from the other guilds. The core of their cults
runs afoul of a Blight, the countdown to its exposure runs are psychics and spiritualists experiencing prophetic visions
down a little further. to predict the best path forward through the millennia with
dream interpretation and various methods of ancient divina-
WADJET-ITJA tion that plunder answers from Fate with their unique brand
of borrowed half-sorcery. Other cultists include card sharks,
Gamblers, Oracles, Thieves of Eyes bookies, casino owners, and others that push humanity into
relying on luck, accepting uncertain futures, and putting their
The art of gambling dates back to a time before Irem’s
fates in the gods’ (or the guild’s) hands; as well as fortune
pillars rose from the sands, originating in methods of divina-
tellers, mediums, and mystics of every kind. Actual abilities
tion such as the astragali that later became dice. As Irem’s
are welcome, but not a requirement; plenty of hucksters and
lesser guild of Oracles, they received auguries from the gods
con artists fill the Gamblers’ cults alongside legitimate seers.
and read the future in signs and portents, but they were also
a guild of shrewd professional Gamblers, who blurred the FATE IS WRITTEN;
lines between the two arts regularly. With a controversial
reputation across the Nameless Empire, the Wadjet-Itja were
THE FUTURE IS MALLEABLE
highly valued for their role as divine messengers and wise The Oracles differentiate between Fate itself and the
diviners, but simultaneously often disdained as tricksters futures it lays out. They agree with the Tef-Aabhi that it
and swindlers. Other would-be oracles decried the guild’s carries a blueprint for Irem’s eternal legacy, but they believe
prophecies as false in an attempt to discredit them and take the particulars are theirs to manipulate. The Maa-Kep and
their place, but the Shan’iatu remained unwavering for the Su-Menent sometimes decry them as heretics — after
reasons they never revealed. all, who among the Arisen has the authority to gainsay the
The Oracles’ two-sided nature was in large part due to dictates of Fate and the Judges? The Thieves of Eyes argue
their crafty guildmaster, who was not one of the Shan’iatu, that nobody is gainsaying anything. Fate doesn’t send neon
but managed to win power from them through a series of signs to point the way, so someone has to interpret its hints
long games and gambles that paid off in his favor. Eventually, and make judgment calls to nudge civilization toward its
he became effectively one of them — not quite their equal ultimate destiny. That someone may as well be those able to

38 Chapter One: The Arisen


see the possibilities ahead, and who excel at taking chances contempt at their underhanded methods, to arrogance as
that pay off. That this happens to neatly coincide with their they lord their superior immortality over their weaker coun-
need to cheat mortals out of years of their lives, they say, is terparts. Despite all that, rivalries between merets or nomes,
no reason to brand them troublemakers. shared enemies, and mutually beneficial agreements with the
Oracles occasionally lead to partnerships.
AMONG THE ARISEN
Though the Wadjet-Itja pursue the same goals as the DECREES
other guilds — working to perpetuate the Judges’ ideals Duat doesn’t break souls; it strips them bare, layer by layer,
and shape human civilization in Irem’s image according to leaving every spiritual nerve exposed. Excruciating pain is the
their guild’s purpose — other Arisen view them as upstart price of beholding the gods. Eyes scrutinize every flaw, wounds
usurpers rather than an actual guild, loathe to help them fill with salt, and sand scours mind. Fiends dismember the soul
acquire relics. Their reactions to the Gamblers usually range for the Judges’ pleasure, isolating then maiming the shadow,
from indignation at the temerity of their stolen power, to spirit, heart, essence, and name, leaving nothing intact.

We Arisen have endured these torments a thousand-fold.


Instead of resigning ourselves to oblivion, we rebuilt our souls
— one Pillar at a time. Our decrees are the first Pillar we raised
in Duat’s sands, the foundation grounding the rest of our soul.
Uttering a decree is a sublime moment, when the soul declares
itself worthy of the gods’ blessings. A Pillar emanates from the
ritualist, a solar disk lighting up all Duat and holding the fiends
at bay. Through our decrees, we reclaimed our souls as none did
before the Rite of Return and none have done since. We proved
ourselves worthy servants of the Judges and inheritors to the
Shan’iatu legacy. Do not make the mistake of trifling with us, for
even gods have acknowledged the fortitude of our souls.

Minor Guilds 39
Jackals, Torchbearers, the Eldritch inevitability of our struggle and how, in the end, we lose
despite all our power.
Throw every ghost and demon you can at me. I will not
bend a knee. I will stand here, my Shadow rooting me in WHY YOU WILL SERVE US
place, and show you no fear!
Being perfect all the time isn’t the same as being successful.
WHY WE ENDURE Success is working hard, even when you fuck up. If fate deals
you an unfair hand, you flip fate the bird and get the job done.
A journalist once asked George Mallory why he insisted
The Eldritch offer resilience. You make mistakes and we let you
on climbing Mount Everest time and time again. He told
suffer the consequences, but in the end, we also get you back on
them “because it’s there.” Why do we return to the world
your feet. The pain of failing makes you stronger and tougher.
time and again? Because we can. We have the resilience to
When we’re through, nothing will be able to knock you over.
endure in the face of untold horror, so we endure. There is
no ego in the matter for us. THE GUILDS
Other Arisen suggest our occult knowledge became the
foundational Pillar of our soul when we stood before the Maa-Kep: The Spies share an unflinching resolve to fulfill
Judges. They are mistaken. We value knowledge, but wisdom their duties with the Ashem. Jackals make loyal retainers,
fortifies us against the horrors we witness. accompanying their patrons through any hardship, but they
unleash bloody judgment on anyone suspected of heresy.
Our persistence and constant exposure to reality’s cruelty They refuse to agonize when betraying a close ally, viewing
cultivates our wisdom and perspective. We know the universe it as one more trial for their soul to endure.
does not care about us, and even the glories of Irem will be
ground to dust. In our wisdom, we do not shudder nor flinch. Mesen-Nebu: Revolutionary Jackals investigate dedw-
This is our strength. en’s evolution after death, observing how flesh and blood
change when converted to ghostly ephemera. The afterlife
OUR CURSE is beautiful in its own way and possesses esoteric resources.
It would be a crime to settle for mundane materials when
Knowing that the universe is uncaring doesn’t make occult ones are so close at hand.
time’s slow grind any easier. Like a marble slab that pins us
Sesha-Hebsu: Ashem Diplomats are philosophers
in place, we can fight against it, but we can never lift it up;
through and through. The pursuit of wisdom motivates these
and time adds more slabs on top, crushing us beneath their
Lorekeepers above all else, but wisdom does not come from
weight. Our Curse is to scream at the infinite void and hear
the living alone. The Ashem record the dead’s deeds to the
nothing echoing back at us. In our darkest moments, even
Scroll of Ages, giving them unique insight when making
the most sadistic fiends are a warm comfort compared to
their pronouncements.
the inevitability of fate. A million cuts defeat us, each one a
grain of sand in the suffocating summer storms, reminding Su-Menent: Death is a double obsession for Necromancers
us of our eventual fate. Regaining memories reinforces the delcaring the Eldritch decree, making them cognizant of the

40 Chapter One: The Arisen


dangers waiting in Duat. Solemn and dutiful, religion is the mortuary tool
the Su-Menent use to purify both the shell and soul before they face the
grimness of death.
Tef-Aabhi: The Ashem know reality is cruel and merciless, but
the Geomancers anchor themselves to their Lifewebs and stand
their ground. These Jackals use sympathy to create meaning
in a meaningless universe, binding disparate occult
forces into a powerful whole.

CULTS
Tenacity is less a desired trait for Ashem
cults than it is a fundamental prerequisite.
Jackals are grim lieges expecting their
minions to stoically endure when faced
with adversity. Their edicts are harsh,
but the Jackals see themselves as wise,
uncompromising mentors.
• Every few years, Professor Francis
visits the university, teaches a
semester on death and the afterlife,
then disappears. Francis’ pupils are a
global cult of archeologists, historians,
and theologians taught by their Deathless
patron. Each cultist was once a promising
student whose practical experience in the
occult proves invaluable to their current
careers.

• War is an industry. Anywhere killing people


makes money, Apepi Corp employees fight
on the highest bidder’s behalf. Battle holds no
spiritual meaning for them, but spreading as much
death as possible does. The Arisen CEO of this private
military corporation trains her soldiers to endure pain
and hardship on the battlefield. Her mortal cultists fight
through bullet wounds, while her immortal soldiers are terrors to behold.

• During medical crises, everyone hopes the Westside Emergency Center is the ER
caring for them. They see the worst of the worst and bring their patients back
from the brink of death. Their chief surgeon is ancient and mysterious, but when
he is on call, the ward works literal miracles. No one questions how many of his
staff were once patients on his operating table.

ETERNAL PURPOSE
One lives if another guides her and it is the dead’s responsibility to guide
the living. The Ashem take this duty seriously, sure that the world needs their wisdom if humanity is
to stand any chance of surviving. They are the stern teachers lurking in the shadows, teaching the lessons
gentler souls cannot stomach.
The Eldritch are the Arisen’s unflinching guardians. When the Judges need to hold the line, they sum-
mon the Jackals. The Eldritch are the most stubbornly loyal mummies, fulfilling their duties come hell or

Ashem 41
high water, even if they find their assigned tasks distasteful. The Ashem believe truth is preferable to deceit, even
This is doubly true when a Jackal pursues a vessel. To the when the former is painful and the latter is pleasing. Once
Ashem, vessels represent life’s defiant majesty in the face of per chapter, the Ashem may fully restore his Sheut Pillar by
universal horror. Each vessel recovered is a tangible sign of unravelling a serious deception or a profound lie.
the Jackal’s endurance.
Affinity: Jackal’s Shade
Recovering memories is a profound experience for the
Effect: Ephemeral and solemn, the Jackals act as guides
Jackals, reaffirming their ability to withstand any torment,
for living and dead alike.
but memory doesn’t have to be a personal experience. Jackals
encourage other mummies to seek out their memories, • Any ghost can summon the Ashem from henet as if
supportive in the face of adversity and jubilant when their they were the mummy’s cultist.
comrades recover themselves.
• The Jackal projects his soul into Neter-Khertet. Spend
Favored Attributes: Composure and Stamina
a Pillar point to make a Composure + Occult roll. On
Defining Pillar: Sheut a success, the Ashem separates his soul from his sahu,
Regaining Pillars: The Eldritch stand firm in the cruel gaining the Disembodied Condition. He touches his
and uncaring face of the universe, allowing others to do the sahu again to exit Neter-Khertet. If something destroys
same. The Eldritch regains one Pillar point of his choice after the sahu while the Jackal projects his soul, he enters a
any scene in which his wisdom helps a cultist or another death cycle.
mummy confront their fears, or in which he shows no fear
in the face of possible destruction. • When touching an object or person, the Jackal knows
if it is a ghost’s anchor.

42 Chapter One: The Arisen


Falcons, Talons, the Dauntless our mortality. Mortals have the lifespans of insects, but at
least they possess continuous lives.
If a mountain stands in my way, I climb it. If a river bars
my path, I ford it. My Spirit neither bends nor breaks, it WHY YOU WILL SERVE US
conquers all obstacles!
It’s hard to stand out. You are a little fish in a big ocean.
WHY WE ENDURE Sure, you have good ideas and talent, but so does everybody
else. Nothing makes you unique. The Dauntless provide you
Children say a shark that stops moving can’t breathe. The
with the means to make a name for yourself. Our cults offer
shark must always swim to keep water flowing over its gills.
you a glorious future. Write your best-selling novel, become
Drag it backward and it drowns. If it stops, mud and sand
a respected politician, or have a species named after you.
cover it as it sinks to the ocean’s floor, forgotten by the world.
Through us, you will achieve your full potential and, more
It's not true, but we empathize with the shark nonetheless.
importantly, everyone will recognize your greatness.
Action defines us. We seek the next summit, we crave
the highest accolades, and we never stop striving to improve THE GUILDS
ourselves. Paralysis is oblivion, death is the greatest paralyzing
agent, and the Rite of Return is our antidote to immobility. Maa-Kep: The Dauntless appreciate the Maa-Kep in-
Drifting through life without achieving greatness is a sin stinct for getting their hands dirty. Infiltrating dangerous
beyond all compare. To us, immortality is a reprieve from and hostile organizations is exactly the front-line leadership
inactivity, an opportunity to once again win glorious triumph Deshret prefer. Doing so without drawing attention remains a
against all the odds. Challenges waiting for us to conquer challenge for the Dauntless. A good Spy keeps their glorious
them fill the world. deeds a secret.
Mesen-Nebu: Revolutionaries know power is dedwen
OUR CURSE transmuted from one form into another. Falcons reinvent
themselves to accumulate power, never becoming stagnant
The Descent always drags us back to our tombs. As vi-
or fixed in routine. The Deshret aren’t as established as
brant and enthusiastic as we are to get our hands dirty after
other Alchemists, but no one rivals their adaptability when
awakening, we always end up gathering dust behind a stone
the shit hits the fan.
door when everything's said and done. Immortality allows
us to return again and again for all eternity, but the reality is Sesha-Hebsu: Thoroughness defines Lorekeeper Falcons.
we spend most of our time doing nothing. As our memories They pore over the River of Truth, focusing on a topic and
return, we can see the gaps between our Descents, the wasted then mastering everything there is to know about their area of
time and potential as we lay immobile and worthless like any expertise. This confines them to the guild’s lower ranks, but
other corpse. In dark moments, we even regret trading away the Dauntless’ dogged pursuit of every scrap of information
earns them respect.

Deshret 43
Su-Menent: When events unbalance the holy cycle of death, the Dauntless restore order. While seeking out the
Deathless and perverse sorcerers, they also put down other Necromancers that have lost their way. Many of these mummies
are Falcons seeking to test their craft’s limits — an irony lost on no one.
Tef-Aabhi: The Falcons are the visionaries within the New Pharaohs, always initiating new projects. The Dauntless
don’t leave their work undone, but they are happy for their cultists and trusted allies to finish the grunt work. They have
too many ideas and never enough time, so why waste what little they possess?

CULTS
Dauntless cults are smaller than those of others mummies. The Deshret do not lack the charisma required to sustain
a large cult, but they are discerning recruiters and prefer quality in their minions over quantity. Deshret can and do lead
armies of thousands into battle from atop a chariot, but in these cases the senior officers are cultists and everyone else is
just a pawn.
• Come rain, shine, sleet, or snow, the Blue Devils rugby club is out on
the university fields practicing every evening. They devote them-
selves to winning glory on the pitch by out-running, out-hitting,
and out-working their rivals. Their head coach is mortal, but
the team’s president is Deathless. When awake, her players
benefit from millennia of tactical experience, just as she
benefits from their fearlessness in overcoming any obstacles
in her way.

• The photography meetup doesn’t have a name, but its


members obsess over finding the perfect shot. Climbing
skyscrapers, fording rivers, and getting personal with
wildlife are matters of course for the photographers. When
the master awakens, he joins in their exploits, challenging
himself to adjust to new technology and techniques. After
pushing themselves to the limit, they all gather in the
pub to decide who got the best photo and to plot how
to eliminate their rivals.

• Murder is just another hurdle in the way of the


Brooks Crime Lab. They take on the
toughest cases, meticulously search-
ing for the evidence conventional
investigators miss. Dead ends
and false starts are frequent in
forensics, but the BCL adapts and
overcomes. When it turns out the
criminal is something other than
human, they awaken their lead
pathologist.

ETERNAL PURPOSE
Ambitious, motivated, and full of zeal, the
Deshret strive to become the best at everything. That
they are already undying terrors capable of dragging the
stars down from the sky is irrelevant; they can always
be better, stronger, or smarter. All the magical might in
the world is meaningless if you can’t do anything with it.

44 Chapter One: The Arisen


When the Judges require a mummy to mount the chariot she chooses to mentally or physically challenge herself. The
of war and crush Irem’s foes, they call upon the Falcons. challenge must contain some risk of failure, but she regains
The Dauntless are the Judges’ champions, holy warriors the Pillar point even if she fails.
unswerving in their duty to the Nameless Empire. A Falcon The Deshret thrive when they know they have beaten
sees their purpose done, no matter what obstacles are in their the odds and achieved glory. Once per chapter, the Deshret
way. If forced to choose among fulfilling their first purpose, may fully restore her Ba Pillar by triumphing over a challenge
advancing a personal agenda, and recovering a vessel, the that entails severe consequences if she fails.
Dauntless finds a way to do all three.
Memory is a tricky thing for the Falcons. They pur-
Affinity: Soaring Falcon
sue memories with the same zeal they chase every other Effect: The Falcons drive themselves to achieve ever
achievement and recalling the glories of past days affirms greater glory and often elevate others along with them.
their greatness. At the same time, their Memory makes them • When someone close to the Deshret’s tomb experiences
second guess their actions. Would they make a better decision a desperate need or obsession that they cannot voice,
with access to the memories they now possess? Most Deshret she rises from henet with fulfilling that need as her
engross themselves in their plots, brushing this question purpose.
aside. Some fanatically pursue Memory to ensure they don’t
have to second guess their actions again. Yet doubt haunts • Once per chapter per dot of Ba, the Deshret may gain
all their minds. the Inspired Condition when she makes a contested
Favored Attributes: Resolve and Wits action against an enemy, regardless of whether she fails
or succeeds.
Defining Pillar: Ba
Regaining Pillars: The Dauntless challenge themselves, • When helping another character fulfill an Aspiration,
craving the rush born of pushing their limits. The Dauntless the Deshret achieves an exceptional success on rolls
regains one Pillar point of her choice after any scene in which with three success.

Deshret 45
Lions, Enticers, the Ardent when our memories return. That’s when we realize the lie.
There’s nothing new under the sun, no surprises left. We’ve
My Heart bears no witness against me. Listen and it will
already done it all and moved on. Every thrill becomes lost
say the same as me. Duat cannot hold me. So long as I love,
in a nostalgic haze. With our passions dimmed, our final
so long as I hate, I have not died!
days drag on. We embrace the tomb with somber weariness.
It isn’t that we don’t want to do it all over again. We will.
WHY WE ENDURE Every chance we get. We just hope that, maybe next time,
I recall my first love. Not her face or name; not the we won’t remember.
events of our lives — the sensations: her touch upon my
breast, the flush of excitement, the nervous laughter. Beads WHY YOU WILL SERVE US
of sweat pouring down my back. Sometimes the scent of her
There is something beautiful in eternity, permanence and
hair. Always the heartbreak to follow. I’ve never let that go.
intensity inextricably entwined together. Do you see it when
We are creatures of passion, swift to love, quick to anger. you gaze upon me? The Ardent offer the world. Wealth.
Every single emotion is a sacred gift, anchoring our very ex- Beauty. Danger. Forbidden pleasures. Above all, we offer a
istence. You think the eternal cannot know fear? When the promise. Your heart will never beat so intensely as it will for
ravening Lifeless harry every frantic step, tell me then. We us. The rest of your life will pale in comparison. You will be
feel everything. When we anger, our rage is implacable. In consumed by passion, the purpose we offer the only you need.
our sorrow, we are inconsolable. Our laughter is infectious; Service to the Kheru may kill you, but it is never boring.
our courage is unshakeable. We love a thousand times, and
each for an eternity. Our passion is undeniable and undying. THE GUILDS
The world flourishes, moving forward whether we live Maa-Kep: Drawn to peril and intrigue like moths to
in it or not. When we awaken, we chase every attainable flame, Kheru make excellent Spies. Charming but easily
sensation, living with an intensity both alluring and daunting. dismissed as shallow hedonists, Enticers insinuate themselves
In our brief periods of activity, we live more than most mor- into a target’s emotional support system, frequently acting as
tals in an entire lifetime. Perhaps we are impatient or easily lovers or confidants. When called to upset a target’s plans,
distracted, but can you blame us? A profusion of wonders they disrupt social bonds, placing key allies at odds with the
awaits us, many present for only the whisper of a heartbeat. target at critical junctures.
We want to try everything.
Mesen-Nebu: The wealth and luxury available to the
OUR CURSE Alchemists appeal to the Lions, but it is the Mystery itself
that beckons them. With their love of change and discovery,
Our Descents never last long enough. There are billions the search for beauty captivates the Ardent. Transmuting
of things to try, people to meet, but never enough time for their efforts and those of their cultists into real change in
all. We struggle to cram in as much as we can, terrified it the world brings more pride than mere treasure ever could.
will be lost forever when our hourglass depletes. It’s worse

46 Chapter One: The Arisen


Sesha-Hebsu: Lions among the Lorekeepers exhibit a passion for history,
especially how it relates to the human condition. They scribe records couching
facts within emotional and narrative flourishes, rendering such documents
informative as well as engaging reads. When acting as Diplomats, the Kheru
never shy from innovative solutions.
Su-Menent: Kheru Shepherds shroud their passion in somberness, dili-
gently maintaining their composure. This facade crumbles when engrossed
in their work. Ardent Necromancers engage in bizarre experiments with the
dead, while their Priests exhibit religious fervor and determination to enforce
the will of the Judges — disturbing even to their guildmates.
Tef-Aabhi: Despite their obsession with novelty, Kheru work as dil-
igently as any other Architect to shape the future. Cultural values and
societal norms are their chosen tools, molding society itself to willingly
build and preserve structures required by the New Pharaohs. The Enticers
and their cults spin elaborate webs of social influence, wielding obligation
and scandal to ensure victory.

CULTS
The Ardent seek enthusiasm and loyalty in their cultists.
Useful skills are prized, but secondary to passion. Almost in-
variably, the rites of the Kheru bring their cultists to emotional
extremes and ecstatic experiences, often employing music, sex,
violence, or drugs to bring altered states of consciousness.
• Once a month, the Fairview Stream Book Club meets,
ostensibly to discuss the latest bestseller. In truth, they
gather to worship their host with utter hedonistic aban-
don. After the sex and drugs have run their course, they
return to their prim and proper lives, grabbing a new book
and fantasizing about the next meeting. They are oblivious to the
fact their club is merely the latest incarnation of an order stretching
back into antiquity.

• In an abandoned subway station, the men and women of the Legio


VII Fortis gather at midnight. Their master, still wearing the face of a
Roman gladiator, watches as they revel in combat against each other,
heedless of pain. He silently judges the prowess of each combatant,
winnowing the strong from the weak. Whether he builds an army for
the Judges or against them is as yet uncertain.

• Divided in two, each half of the Sunset Sophists claims true lineage
from lost Irem, and to hold the truth of what awaits beyond death.
For generations, these philosophers have waged brutal battle against
their rivals. With increasing hostility and advances in weaponry, the
two cults threaten to wipe each other out entirely. Their Arisen masters,
lovers through the ages, eagerly await the conclusion of their game.

ETERNAL PURPOSE
Kheru hunger for novelty, gaining lovers and rivals with equal ease in their quest
for the next great thrill. Often reckless, they throw themselves headlong into peril,
embracing instinct over logic. They adopt new bodies readily, each an opportunity

Kheru 47
to experience life from a different perspective. With the choice after any scene in which they are able to revel in
entire gamut of emotions to experience, change is eagerly victory over a rival, or to overcome challenges either by
welcomed. appealing to others’ emotions or through improvisation.
The Judges call the Kheru when they require heralds The Ardent thrive on excitement and adventure, eter-
in the world. Their allure easily draws in new cultists, and nally seeking the exhilarating highs and grievous lows of the
those unskilled at inspiring mortals can easily intimidate heart. Once per chapter, the Kheru may fully restore their
them into embracing a Judge’s will. When their first purpose Ab Pillar through an intense emotional experience, provided
interests them, the Ardent pursue it with reckless abandon. the event seems novel to them.
When their own goals conflict, they often become distracted,
putting in minimal effort to slow their Descent while they
Affinity: Lion’s Pride
pursue their own objectives. Vessels provoke similar reac- Effect: Emotion and desire are the domains of Enticers,
tions. While Enticers chase relics of personal interest, they molded like clay in their hands.
favor their own goals. • When someone close to the Kheru’s tomb experiences
The Lions have a complicated relationship with Memory. intense emotion and intends to act upon it, the mummy
While most eagerly seek to uncover the experiences of their rises from henet with that intent as their purpose.
past, success often leaves them in the throes of regret. The
novelty of their experiences becomes muted when they • When the Lion improves a character’s impression of
recall countless similar ones, leaving many wistful for their him during Social Maneuvering, he learns one of that
ignorance. character’s Aspirations.
Favored Attributes: Presence and Strength • The Ardent absorbs the emotions of others. Spend a
Defining Pillar: Ab Pillar point while touching another character to make
Regaining Pillars: Creatures of instinct and passion, a Resolve + Empathy roll. If successful, the Ardent
Lions find their souls nourished through the indulgence of takes an emotion-based Condition from the affected
their whims. The Ardent regains one Pillar point of their character. The character loses the Condition without
resolving it, and the mummy gains the Condition.

48 Chapter One: The Arisen


Bulls, Monoliths, the Stalwart OUR CURSE
I endure. Shatter my bones, bind me in chains, burn the
very world around me. This does not change me. My Essence Time robs us of all we hold dear. Not just the people. We
endures for eternity. So shall I. can never hold on to anything. No matter how carefully we
build, no matter how valiantly we defend, nothing truly lasts.
WHY WE ENDURE Nothing is permanent. Kingdoms, religions, and philosophies
all fall. Monuments crumble to dust. The seas devour the
What is the essence of ice? Ice can be fragile or strong, shores. Our Curse is to strive for a lasting legacy knowing
large or small, jagged or smooth. None of these are its essence. that we are doomed to fail, knowing that we will keep striving
The essence of ice is cold. Tear everything else away, and that anyway because it is our nature.
is what remains. We are much like ice. We have our core,
our Essence, something that endures, underlying everything WHY YOU WILL SERVE US
beneath the superficial details. We are like ice, except for one
thing. We do not yield to the heat. Our endurance is eternal. Your life is fleeting. When I blink, you’ll be gone. It terrifies
you, doesn’t it? The thought you will be gone, as though you
We are relentless. We are more unmoving than the moun- never were. Such is the lot of mortals. You want so desperately
tains, more incessant than the waves upon the shore. Call us to make your mark, to make something lasting. I understand.
stubborn or obsessive, we won’t deny it — our convictions That’s where the Stalwart come in. We offer you meaning.
never waver. No Nesrem would compromise their Essence Relevance. Through us, you become part of something mag-
— we can’t. Call your Essence loyalty, but betraying a friend nificent. Something stretching back into antiquity and forward
proves it a lie. We can no more exist betraying our Essence into the distant future. Together, we build something eternal,
than ice can exist without being cold. Find something you something so wondrous you cannot even conceive of it. We
can’t destroy without destroying yourself, and you have were there in the beginning, and we will be there in the end.
discovered your Essence. Through us, your efforts echo through the ages.
People are always willing to die for something. A cause, a
country, a pharaoh… It doesn’t matter. Imagine something THE GUILDS
worth more. Imagine something worthy of existing eternally,
Maa-Kep: When the Spies require agents under deep
something to live and die for time and again. We live to make
cover, they send the Stalwart. Their unnatural patience
an indelible mark upon the world, whether it means building
and dedication to achieving distant goals make Nesrem
a great monument or spreading our philosophies through
well-suited to long-term infiltration. Their greatest challenge
the hearts of humanity. No matter what obstacles arise, we
is remembering which loyalties are true and which belong
hold to our nature, our Essence, and follow it into eternity.
only to the role.

Nesrem 49
Mesen-Nebu: Reconciling the Stalwart conviction in immutable essence with changes wrought
through alchemy requires imagination and resolve. Nesrem Alchemists invariably conclude dedwen
is the true essence of all things, developing a fascination with the implications and applications
of this philosophy.
Sesha-Hebsu: Driven by a desire for continuity, Nesrem embrace the role of Lorekeeper,
collating valuable records for the betterment of the Arisen. As Diplomats, the Stalwart
patiently hear all sides before arriving at an unbiased judgment,
though they are loath to reconsider their decisions.
Su-Menent: Obedience to the Judges and devotion
to tradition are sources of great comfort to the Stalwart.
When pursuing the Judges’ goals, few exhibit more dedica-
tion, diligence, or humility than the Bulls. Nesrem Priests
brutally enforce edicts of the Judges, tracking heretics with
implacable resolve.
Tef-Aabhi: Stalwart Geomancers painstakingly plot every
line and angle when crafting their legacies. For them, patiently
planning for the future and making an indelible mark on the world
is as natural as waking with the Sothic Turn. While slower to adopt
new approaches than other Architects, the Monoliths compensate
with discerning insights and unwavering dedication.

CULTS
The Stalwart value dependability and loyalty in their cultists above
all else. Cultists desiring to climb the ranks must prove their competence
consistently, and unreliability is treated as a moral failing. Nesrem often
recruit new cultists for useful skills or to help them adapt to the current
age. That Bulls are often too stubborn to heed their advice is a source
of constant frustration for these cultists.
• Scattered through museums and historical preservation societies
around the world, the Chroniclers work tirelessly to preserve
artifacts of every age. Their Arisen masters hope to forge a
complete record of the world’s history through these, believing
the process shall unveil the true essence of the world itself.

• The Quiet Harbor holds small chapters in every major port


city in the world. The seafaring cult leaders travel from port
to port, keeping the floating tomb on the move. Whenever
she awakens, their mistress takes comfort in the timeless
sea. Returning to land can wait until she is prepared.

• Weakened through generations of inbreeding and feuds


with rival cults, she’s the last surviving member of the
Blackwode Family. With no child to carry on their lineage,
she searches desperately for her master in the rugged
mountains he chose for solitude. As much as she dreads
disturbing his peace, she knows she must, or their legacy
will be lost.

50 Chapter One: The Arisen


ETERNAL PURPOSE Defining Pillar: Ka
Regaining Pillars: Nesrem have little time or tolerance
Stubborn, practical, and obsessive, Nesrem are loath to
for overcomplications, preferring to strike directly at the
change. They take comfort in tradition and prior experienc-
heart of an issue. After any scene in which the Stalwart
es, favoring familiar methods over experimentation. They
overcomes a challenge by tearing away extraneous details
implacably pursue their goals, whether it is building their
and breaking the issue down to its basic essence, they regain
legacy or vengeance upon a rival. Those who earn a Bull’s
one Pillar point of their choosing.
respect find them unwavering in their loyalty, and steadfast
in their protection. When they grow attached to something, The Stalwart desire above all else to create a legacy, a
they despise letting it go. Most find themselves frustrated monument carrying their Essence through the ages or a
when required to change bodies, despite their conviction philosophy disseminating their ideas to future generations.
that these changes are purely superficial. Once per chapter, the Nesrem’s Ka Pillar is fully restored by
building or defending their legacy, or by witnessing the lasting
Dedication to purpose comes naturally to Bulls, and
impact of their legacy upon society.
they toil tirelessly to fulfill their missions. The Nesrem act
as the Judges’ laborers, ignoring minor distractions or short- Affinity: Guardian Bull
term goals as they shape the world in accordance with their Effect: The Monoliths relentlessly build their legacies,
Judge’s wishes. Most Monoliths fulfill their first purpose refusing to see them torn down.
with single-minded devotion, unless it runs counter to their
long-term endeavors. When the Stalwart’s eternal legacy • If someone harms one of the Nesrem’s Touchstones,
is threatened, even the whims of Judge or cult must yield. the mummy rises from henet to protect the Touchstone
If a vessel captivates a Nesrem and doing so poses no risk as if the aggressor disturbed her tomb.
to their legacy, they pursue it relentlessly, destroying any
• When the Nesrem successfully opens Doors during
impediments in their path.
Social Maneuvering using intimidation or violence,
The Stalwart treasure recovering their memory, seeing she gains the Steadfast Condition.
continuity of their Essence through every Descent, pursuing
it with the same single-mindedness they dedicate to any • The Nesrem benefits from 1/0 armor (which stacks
other task. Many find themselves forced to move with greater with any other armor she possesses) while sealing the
urgency, as uncovering their secrets reveal forgotten projects flesh. If the mummy defends a Touchstone, her general
and neglected rivalries requiring their attention. armor rating is equal to her Ka dots instead.
Favored Attributes: Resolve and Stamina

Nesrem 51
Serpents, Whisperers, the Cunning As Memory returns, we have our illusions about ourselves
dispelled. If we cannot understand our own identities until
Strip me of everything else, but you will not have my
it is too late, how can we expect to understand the people
Name. Through my Name, I know myself. Speak my Name
and world around us?
and I live!

WHY WE ENDURE WHY YOU WILL SERVE US


Give me a lever, and I can move the world, yes? We are
Upon becoming the bishop of Rome, a newly elected
offering the lever. We understand how people think and react.
Pope changes his name. Why? He’s already one of the most
We have researched the most obscure scientific topics. We
influential people on the planet, and names possess magic
know you better than you know yourself. Imagine what you
so potent even mortals cannot ignore it. I endure because I
can do with such knowledge; win a Nobel Prize or take the
know my name and I know who I am.
Hollywood social scene by storm. The experience we offer
Self-knowledge is a simple thing, but it carries unlimited is the lever, and our cults are the fulcrum. All you need to
potential — it isn’t just intelligence. If I understand who I am, do is make use of them.
I know of what I am capable, but I also appreciate how I relate
to the people around me. My identity, my experiences, and THE GUILDS
my status are emobodied in my name, the core of who I am.
Maa-Kep: Obsessed with knowledge and identity, the
Why stop at knowing myself though? By learning the Usheb excel as Spies. Through careful observation and
names of the people and things around me, I come to under- study, they come to understand the needs and desires of
stand their potential. I know how to direct their movements those they serve. Conveniently, it also allows them to build
on the political chessboard, so they become clay in my hands. extensive dossiers on everyone around them. When heresy
Immortality means I never have to stop. Each discovery compromises the Arisen, the Cunning are the first to know.
teaches me new names and unlocks new possibilities. There
is always more to learn. Mesen-Nebu: Dedwen is the most fundamental aspect
of identity for Serpents within the Alchemists. An object
OUR CURSE or person’s potential determines what they are, even if the
potential is hypothetical or years in making. The Cunning
I know my name, but I don’t always know all my names. are patient, preferring to invest time in materials that remain
I recall when I was “the Great” or “the Magnificent” but flexible, be they reforged precious metals or ever-adaptable
forget being “the Bloody” or “the Terrible.” Our fractured human minds.
Memory robs us of our actions’ context, for we stay true to our
Sesha-Hebsu: The stereotypical Serpent is a Lorekeeper,
natures even when we forget what they are. We think we are
sequestered in a library full of dusty tomes with millennia of
dispensing justice when sadistic tyranny is our true nature.

52 Chapter One: The Arisen


accumulated knowledge. The stereotype isn’t wrong, though modern Serpents are happy to use a phone with an internet
connection. It would be easy, but incorrect, to assume these Lorekeepers focus on famous and influential names. Their
rulings and histories are nuanced and consider the impact of culture, economics, and identity on the Scroll of Ages.
Su-Menent: Cunning Necromancers understand magic by studying the identities of the mortals once contained within
their shells. They are the seekers of the strange and the macabre, always searching for ever more bizarre and unique bodies
to study. They consider a shell Claimed by a vengeful ghost to be a gift from the Judges, although most other mummies are
just grateful the Necromancers hunt such monstrosities.
Tef-Aabhi: Usheb Geomancers concern themselves with the identities of Lifewebs. They primarily focus on occult in-
fluences such as ley lines and sacred geometry, but they are cognizant that Netit-Sekhem pervades everything. The names
of people and places create unique eddies in the Lifeweb for the New Pharaohs to exploit.

CULTS
The Cunning prize curiosity and ambition in their minions. Wealth and power
are valuable assets, but a patent clerk driven to explore the unknown has much
more use than a lazy CEO. Obtaining results without having a mummy staring
over a minion’s shoulder is the key to recruitment; sycophants and hangers-on
need not apply.
• Officially, the Uxbridge Library Association coordinates among the municipality’s
public, private, and university collections. Unofficially, they catalogue knowledge
and track down antiquities to serve their founder. When the founder requires
them to use diplomacy to convince collectors to part with their valuables,
the ULA has found that looking at the books people have checked out
says a lot about them.

• Blue Nile Laboratories works with all the volatile chemicals. Azidoazide
azide, batrachotoxin, chlorine trifluoride, and sulfur trioxide — the
names on their requisition forms read like a who’s who of other
chemist’s worst nightmares. Despite Blue Nile’s hazardous work,
staff turnover is low and the scientists know they can conduct riskier
experiments than any university would tolerate. Shareholders must
drag the CEO away from her research to attend board meetings
and, between sessions, she preoccupies herself with synthesizing,
naming, and indexing the world’s most reactive compounds.

• Data mining is the next big game, and NefertiTxt stays


on the industry’s bleeding edge. Scores of cultists sort
through oceans of metadata before forwarding the most
pertinent information to their Arisen Mistress. NefertiTxt
knows who has vessels, who is an incognito sorcerer, and
who is susceptible to their corporate recruitment drives, as
the company is always hiring. They refuse to stoop so low as
identity theft, viewing such crimes as a perversion of ren, but
they have no qualms about using the information they gather
as blackmail to ensure the cult gets its way.

ETERNAL PURPOSE
The Usheb view knowledge as both a
means to an end and an end itself, making
no distinction between book learning and
street knowledge. Modern buzzwords label

Usheb 53
them as proponents of holistic education, but the Usheb boil Regaining Pillars: Nuance wraps names in layers of se-
this down to a simple principle: analysis and experience are crets for the Usheb to unravel one at a time. The Cunning
both essential to knowledge. A name without education is regains one Pillar point of her choice after any scene in
blind, while lack of social connection castrates an identity. which she uncovers an unknown historical truth or proves
Even the most bookish Serpent is a political animal capable the mind’s superiority over the heart and the body.
of manipulating their allies and confounding their foes. Nothing reinvigorates the Usheb like discovering their
Judges requiring tacticians who acts with deft hands call own identity. Once per chapter, the Usheb may fully restore
upon the Serpents. They serve as manipulators and chess her Ren Pillar by going out of her way to learn additional
masters, arranging every piece on the board according to the information about her current purpose that she does not
Judges’ designs. Thorough and meticulous, Serpents focus require to complete her duties.
on the details when fulfilling their first purposes.
Affinity: Serpent’s Tongue
For the Serpents, understanding a vessel’s history just as
Effect: Clever and sly, the Usheb’s words move mountains.
crucial as obtaining it. Even after consigning the vessels to
Duat, the Cunning research the relics they recover, hoping • Anyone permanently sacrificing a significant memory
their true names provide valuable insight into other vessels. may summon the Usheb from henet as if they were the
Prizing self-knowledge above all else, Memory is ev- mummy’s cultist.
erything to the Cunning. An impenetrable fog of amnesia
• When engaging in Social Maneuvering, if the Serpent’s
traps the experiences shaping these mummies identities and
goal would be a breaking point for the character she is
the Cunning go to any length to burn it away. A Serpent’s
trying to influence, add one Door instead of two.
Memory subverting their sense of self is a massive blow,
but the vindication they experience when reaffirming their • When the Serpent improves a character’s impression of
identities makes it worth the risk. her during Social Maneuvering, she gains the Informed
Favored Attributes: Intelligence and Manipulation Condition regarding that character.
Defining Pillar: Ren

54 Chapter One: The Arisen


Each and every loyal Arisen serves one of the Judges of on the rare occasion that one issues forth an emanation or
Duat, the 42 assessors of Ma’at who weigh the souls of the true avatar into the world, the results are often apocalyptic.
dead and determine their ultimate fate. The mummy declares A mummy’s Judge is always with him, but it is a distant and
his Decree before the Judge most closely resonating with his impersonal force ready to reflexively scourge away Sekhem
own ideals, who looks for the heavy burden of a particular sin for his transgressions, and a channel for overwhelming divine
that the Arisen himself finds repugnant or deeply important imperatives with no room for intimacy or gentleness in how
in some way, and in doing so binds himself to the demonic they are delivered. Nevertheless, the Judges represent the
Judge as a Timeless servitor. divine order of the cosmos; to most Arisen, the notion of
Each of the 42 claims authority over a specific crime or disobeying the Judges is unthinkable.
sin, and from these 42 condemnations derives the code of
laws that underpins the legacy of Irem. To the Arisen, the AM-KHAIBIT,
42 Judges represent a fundamental morality inherent to
the cosmic cycle of the gods themselves. However, many THE EATER OF SHADOWS
among the 42 concern themselves with narrow or conceptual
transgressions, and so few Arisen find resonance with their
DROWN THEIR TRANSGRESSIONS IN BLOOD
judgment. Only a few of the Judges claim a significant number The Eater of Shadows is a night-dark terror, its awful
of Arisen servants; most of Irem’s Deathless pay allegiance grandeur stark against the rasping sands of Duat’s wasteland.
to the seven most powerful and active Judges. The monstrous jaws of the canine Judge’s three heads can
While loyal Arisen always serve a Judge, the pronounce- rend the skin and flesh from reality; from each mouth a tide
ment of Decree does not chain the Deathless to that Judge of hot ash drools, stirring to a billowing storm of smoke when
forever. A mummy may move his allegiance to another, and the beast roars or speaks.
some Judges try to sway or force their rivals’ servitors to their This Judge claims the assessment of those perpetuating
own side. The Judges demand a tithe of Sekhem from the crimes against humanity, primarily mass murder. Not every
living world, a rightfully-due sacrifice to the gods, and the act of slaughter is condemned; indeed, Am-Khaibit deems
more Arisen a Judge possesses, the more Sekhem is poured state or community-sanctioned killing to be acceptable or
into its grasp. even laudable under some circumstances. In the eyes of the
The 42 assessors of Ma’at are strange and nightmarish Eater of Shadows, a fine line divides monstrous transgression
entities, utterly dedicated to the enforcement of external and righteous action; war and conflict are fundamental to
morality and civilization on the unrolling scroll of history. the architecture of civilization that the Judges would enforce.
They do not empathize with those they condemn, let alone Am-Khaibit reserves its loathing for wanton slaughter and
sympathize; they can often seem capricious or actively malev- butchery that threatens to undermine the foundations of
olent in the way their alien protocols direct their actions, and society.

The Judges of the Duat 55


Why We Serve Them
To many Arisen, the world’s become sick with violence,
AREM-ABFU,
suffocating on the charnel cravings of humanity turned
inwards in autocannibalistic chaos. By comparison, Am-
THE FINAL JUDGE
Khaibit is a source of unending, righteous violence that DEBRIDE, EXCISE, EXTRACT,
brings bloody vengeance against the deserving — no limits, AND THROUGH DIVISION ENSURE PURITY
no hesitation. To the servants of Am-Khaibit, the notion of
The Final Judge is so terrible in aspect that it cannot be
an eye for an eye is laughable; you sever the transgressor’s
truly witnessed, not even by the burnished soul of the Arisen.
head and stick it atop a spike for all to see and learn from.
To see its nightmare majesty is to know that it is beyond
You’re a would-be savior bringing divine judgment so comprehension, let alone description. Last, but perhaps
the innocent can live without fear. You’re a cultivator of greatest of all its siblings, even the echoes of Arem-Abfu’s
humanity’s martial soul, pruning away the sick branches so divine voice weigh heavy in the mind of its Arisen servitors.
that the civilized aspects of war can be better nurtured. You
Arem-Abfu is Judge of a lofty but profound transgres-
just want an excuse to lash out, to use your strength and
sion — that of crimes against the cosmos itself. The Final
rage with no limitations against a target condemned by the
Judge concerns itself with sorcery and science turned
highest authority so you can feel righteous about your fury.
against the righteous order of Duat and civilization, setting
The Eater of Shadows doesn’t care what drives you, as long
Arisen against those trying to defile, warp, or reshape the
as you fight fire with fire and accept no compromise.
fundamentals of reality to suit their arrogance and hunger.
Who We Judge Arem-Abfu serves as guardian to the pillars of existence,
The Arisen servitors of Am-Khaibit have a reputation and its servitors challenge any thinking themselves worthy
for excessive violence and self-righteousness, but the Eater of shaking such foundations.
of Shadows encourages an investigative bent to its followers. Why We Serve Them
Often enough, the instigator responsible for a mass murder
Chaos has crept into the world where order should reign
is clear — the serial killer terrorizing the city, or the sadis-
supreme. The great cosmic cycles of reality grind and stutter
tic officer ordering his troops to hunt down and slaughter
as the corruption of the unfurling ages clogs the divine engine
refugees. However, the guilty party isn’t always the person
of existence. Mysteries slither and multiply in the shadows.
wielding the knife or pressing the button; Am-Khaibit is
All would be in harmony were it not for the transgressions
only satisfied once all guilty parties have been tracked down
of those thinking their own will and design superior to that
and dealt with.
of the gods. For the body to survive, the surgeon must cut
How We Worship away the gangrenous rot; for the flock to flourish, there must
The Eater of Shadows encourages bold, uncompromis- be a shepherd. Arem-Abfu offers the understanding and the
ing approaches that carve hard lines between transgression power needed to set all things right.
and righteousness. Servants of the Judge are allowed to use You’re a fervent believer outraged by the sacrilege of
stealth, trickery, and cleverness to prosecute their condem- those trying to seize control of the world’s levers with their
nations, but Am-Khaibit particularly prizes public lessons crude sorcery. You’re a craftsman even now, fascinated by the
and delights in the terror of those knowing that justice — an workings of the cosmos and keen to keep them running in
unstoppable justice — is coming for them. smooth order where even the Judges have failed to keep the
Cults built around the Eater of Shadows and its Arisen servi- gears turning properly. You’re driven by a desire to learn the
tors cling to tenets of vengeance, retaliation, honor, and a belief same secrets that lure those you condemn in the Final Judge’s
in the notion of the ‘just war’ and the righteous kill. They’re name, desperate to finally peer behind the screen yourself
often militant in nature, whether a band of vigilantes dealing and learn the truth of existence. Whoever you are, you’ll
out rough justice in dark alleys, a paramilitary or revolutionary face the temptation of forbidden knowledge in your service
society riling themselves to violence in rowdy assemblies, or to Arem-Abfu — and the Last Judge is watching you closely.
an outright military conspiracy embedded in the armed forces. Who We Judge
Like all Judges, Am-Khaibit craves the acquisition and The servants of Arem-Abfu deal with wielders of magic
oblation of Sekhem vessels from the living world. The Eater defiling reality or reaching beyond their rightful place in the
of Shadows is particularly interested in vessels and relics of a cosmic order. Petty uses of sorcery to gain moderate temporal
martial nature, used in killing, or made from the aftermath power or even extend lifespan are usually of little interest
of slaughter or massacre.

56 Chapter One: The Arisen


to Arem-Abfu, but concerted attacks on the Arisen and Kenemti assesses the crimes of blasphemy and desecration
the Judges themselves, or abuses of Sekhem-rich vessels for against the sacred, as interpreted through the doctrines of
purposes other than oblation to Duat, draw the Final Judge’s Duat. To Kenemti, the sacred is often found in sources of
attention swiftly. spiritual strength that reinforce communities, bring hope and
Though often seen as witch-hunters, the Arisen of Arem- purpose to the populace, and help guide and shape the flow
Abfu also lay judgment on an entirely different brand of of civilization itself. Just because a mortal religion declares
criminal — those wielding more conventional forms of sci- something holy does not make it truly so in the eyes of the
ence, or combining such with the occult, to push into realms Penitent and, indeed, the facade of spirituality can hide utter
that the Final Judge deems beyond humanity’s prerogative. profanity behind its mask.
Some branches of cutting-edge science catch the ire of the Why We Serve Them
Judge’s Arisen, as do potentially transhumanist efforts to
In every era, the Arisen awaken to see the world despoiled
fundamentally change the path of humanity into something
and lessened beneath the boot-heel of those craving only
else. The rapid acceleration of technological progress is wit-
dominion, riches, or power. The righteous order of Duat
nessed with alarm by Arem-Abfu’s followers; they fear that
and the veneration of the gods are set aside in favor of
soon the species will try to rise above its station and wrestle
personal gratification or corrupted to unvirtuous purpose.
control of the cosmos from the gods.
Unsurprisingly, Arisen often have a deep-seated sense of the
How We Worship sacred and the divine, and feel outrage or despair at seeing
Arem-Abfu considers there to be a correct, pure form of communities drained of spirituality, left unmoored from a
reality, and asks of its followers that they protect this sacred sacred anchor that binds them together and gives them
state. The Final Judge’s Arisen look at things through the purpose. The Penitent, then, offers the impetus to make
lens of this struggle between the holy and the corrupt, and whole the wounded soul of humanity.
seek to hold back that corruption where they can. Many You’re a shepherd in search of a flock, reveling in the light
practice extreme ritualistic behavior in the form of purifying of awe and wonder that gleams in the eye of those that have
ceremonies or the symbolic rejection of the profane, often had hope and faith restored. You’re a zealot without compare,
via washing. raging still at a world that should be turned entirely towards
Cults of Arem-Abfu further reflect this focus the dividing veneration of the divine. You fear your own blasphemies,
line between the cleansed and the unclean. They espouse the questions you yearn to ask but know that it is not your
occult or ritual practices of ‘good’ magic or thought, and place to doubt the gods over, and hope that you too can find
are relentlessly antagonistic to anyone not conforming to penitence in service to Kenemti. The Penitent accepts all
their standards. A cult of the Final Judge is likely to lean Arisen into service, asking each of you to judge the world’s
into eldritch or intellectual pursuits; one may be a coven of soul through the lens of your own Pillars.
sorcerers under the harsh tutelage of an Arisen, another a Who We Judge
society of engineers or doctors or scientists trying to build a
The servitors of Kenemti see little difference between
moral and ethical framework for their cutting-edge practices,
the physical and the conceptual when it comes to threats
and yet another a local sect of ferocious guardians entirely
to the sacred. A tightly-bound community is the church
dedicated to protecting all the holy tombs of the Arisen
where they worship; desecration of that community might
from desecration.
be a charlatan or demagogue subverting the spiritual heart

KENEMTI, THE PENITENT of the congregation, or it could be the iconoclast taking a


sledgehammer to the focal altar; both are transgressors. The
participants in religious conflicts, the architects of societal
CUTTING AWAY THE ROTTEN FLESH IS NOT ENOUGH;
changes that weaken faith, and the looters sacking a temple
PROVIDE CORRECT ACTION AS AN EXAMPLE for its goods are all worthy of condemnation; so is the priest
Kenemti does not present the nightmarish majesty or building a church that only echoes with empty lip service
divine glory of many other Judges. Its appearance is, by compar- and the aggrandizement of the clergy. Anyone daring to steal
ison, restrained; a simple figure draped in a spotless white robe from an Arisen’s tomb is particularly guilty.
that shines with inner luminescence, inlaid with wondrous
decorations of lapis lazuli. Beneath the hood, the Penitent’s
How We Worship
face is hairless, its skin a blue mottling that suggests scales, Arisen following the Penitent are particularly pious, at
and its yellow eyes punctuated with the slit pupils of a serpent. least outwardly. The faith of Irem is not the same as that of
successor civilizations, and that is as it should be — but these

The Judges of the Duat 57


newcomers must be shepherded appropriately. The Judge’s though they reject its convenience themselves. Instead, the
servants involve themselves in matters of faith, community, Flame’s chosen Arisen reserve their fury for those whose lies
and politics, actively undermining religions and movements actively cause harm; the lying politician blithering falsehoods
that they believe to be unworthy in one way or another. that turn the order of the court to venal and chaotic corrup-
Cults of Kenemti aren’t just religious sects; they’re cults tion, and the false scholar propagating self-serving deception.
about faith. They infiltrate the board of the local church In a modern age of media and memetics, Nebha’s servitors
community or the ranks of the religious police. One cult have much work to do.
is made up of wealthy philanthropists with deep pockets, How We Worship
while another counts theologians and philosophers in its
The Arisen following Nebha often employ symbolic and
ranks. Some hide themselves in the guts of construction or
literal representations of their Judge. The Flame encourages a
architecture firms, raising new monuments to lost Irem by
truthful approach to all things, and its servitors seek to purify
working symbolism into their creations. Arisen serving this
themselves of all lies; they also like to burn that which offends
Judge often control a mystery cult, where their true followers
them, branding a liar’s tongue with hot metal or incinerating
sit at the top of a pyramid over innumerable lesser sects and
texts that bear profanely mendacious claims.
congregations, all following different tenets or beliefs and
all watched vigilantly by the inner circle to see how their Cults that arise around the activities of Nebha and its
spirituality develops. Arisen believe they bear the illuminating torch of truth.
Some are activists espousing freedom of information and
NEBHA, THE FLAME rigorous fact-checking, or even firebrand revolutionaries
wanting to take more direct and incendiary action against
UNDER THE LIGHT OF TRUTH, THE MINDS OF THE the corrupt and lying establishment. Often enough, though,
cultists of the Flame want to preserve and protect the truth
UNRIGHTEOUS FIND SOLACE OR THEY BURN
from the unworthy — and it is, of course, the cult that decides
The Flame is an impossibly bright presence, a shining who is worthy. The mummies of the flame gather hacker
white fire casting sharp illumination across Duat’s cruel collectives, societies of archivists, and bands of thieves to
expanse. Inconstant in form; a congeries of spheres, or a line seek out and snatch secrets into the grasp of the Arisen.
of lights stretching out towards an infinite distance, or the
shadow cast by something even brighter.
Nebha is the Judge of truth and lies, burning away all
NEHEB-KA,
deception with its harsh light, leaving only the hard reality
of veracity in its wake. It does not loath lies, rather it is the
THE ONE WHO UNIFIES
antithesis of such; its very being rebels against the concept of BRING THEM LOW, AND MAKE THEM AS THE CUR
communicating that which is not. The Flame does not oppose WRITHING IN THE MUD
secrecy; merely withholding knowledge do not rouse its ire. The One Who Unifies is a monstrous sphinx, a chimera
Only the propagation of falsehood, intentional or otherwise, with the head of a leopard, a flicking snake’s tongue, the
calls it to bring burning revelation to the world. forequarters of a lion and a hind-body of immense, serpentine
Why We Serve Them coils. As repulsive in aspect as it is wondrous, its contorted
Much of the Arisen experience is shrouded and hidden; form slithers and twists in perspective-breaking motions, and
each mummy shackled by the decaying weight of Memory in its entwined tail seemingly infinite in length.
an eternal struggle to accrue truth and understanding. Lies, Neheb-Ka concerns itself with the iniquities born from
then, are anathema to many Arisen; each falsehood spoken human pride, claiming purview over those whose arrogance
is a drop of poison into the crucible of history, another lie brings discord and strife, harming others through their over-
that the mummy must evade while plucking out the precious weening pride, and stealing acclaim rightfully due to others.
grains of truth. This poison turns the world to chaos, unpick- The Judge is, perhaps, less concerned with the stunted de-
ing the tapestry of time and knowledge. Better to cleanse the velopment of the individual suffering from such hubris than
veins of discourse and community with fiery purification. the damage such foolish pride does to the structure of society
and civilization; the way the overly powerful and excessively
Who We Judge arrogant wound the shared customs of the community, or
Anyone can lie; it’s such a common sin. The followers of the manner in which they fail to duly submit to authority
Nebha frown upon all falsehoods, but accept that deception and righteousness.
can, itself, grease the wheels of human interaction even

58 Chapter One: The Arisen


Why We Serve Them in humility for personal growth, to gangs of corrupt cops
committing extrajudicial executions of criminals arrogantly
The Arisen know the risks of pride and the importance
considering themselves untouchable by the law.
of humility. Serving the Judges is the correct place in the
harmonious order of the cosmos for every mummy, which is
good and right. The world is in disorder because so many do UNEM-BESEK,
not adhere to their appropriate station, trespassing against
society and the gods through their self-aggrandizement. The THE EATER OF ENTRAILS
Arisen wield the power of the Rite of Return, which makes
evident mockery of any mortal’s delusions of grandeur.
AS THEY HAVE SALTED THE EARTH, SO SHALL YOU
Neheb-Ka asks the Arisen to make such humbling their SALT THEIR FLESH; AS THEY HAVE BEEN LOCUSTS
very purpose, and such indulgence of karmic justice is an TO THE LAND, SO SHALL YOU EAT OF THEIR BODIES
attractive proposition for many. Called the Eater of Entrails, Unem-Besek is a grotesque
You’re a sneering monster from the distant past taking mass of reptilian flesh from which sprouts a crown of writhing
gleeful pleasure in showing arrogant upstarts the wild mis- snakes. The constraints of size and mass hold no authority
calculation of their sense of self-worth, and incidentally over it; the Judge simultaneously looms over the horizon as
bringing an end to their excesses. A harsh meritocrat with a colossus, slouches within the grandeur of its temple, and
no tolerance for over-inflated opinions of self-worth, you waits in the thin spaces between the walls.
just want to drag everyone down to the same level, either Unem-Besek’s pronounced purview is the theft of land or
bringing humility to all or to see the whole human race on territory belonging to another, but its reach is far greater than
their knees. The One Who Unifies is an honest monster, and this might at first indicate. To the Eater of Entrails, land matters
it lets you be a monster too, terrorizing and sabotaging in the because it is the underpinning of sustenance and civilization;
name of righteous order. taking farmland denies a community their food, seizing a place
Who We Judge in which a community has dwelt for long ages disconnects them
from their spirituality and their ancestors. Unem-Besek, then,
The politician grasping for ever more power, believing the
concerns itself as much with famine and starvation, the misuse
mere plebs aren’t qualified to direct their own destinies; the
of the land’s resources, and the severing of established ties to a
cruel doctor thrilling in the power she holds over victims,
place as it does with the direct conquest of land.
choosing who lives and who dies; the rising star stepping on
everyone between him and his desires in the belief that he Why We Serve Them
alone matters — these are some of the condemned whom To be blunt, the Eater of Entrails is terrifying. Some Arisen
Neheb-Ka’s followers bring low. Many Arisen flock to the come into its service because it demands they do so, and
Judge’s service because transgressors against its code are so they are too afraid to deny it. For many, though, the Judge
common, making duty to the One Who Unifies seem so resonates with their understanding of state and people, born
very easy. from the days of Irem. The two are tied intimately together;
How We Worship the very basic foundations of life come from what the land
gives up to its cultivators. The idea of territory, then, is the
The One Who Unifies doesn’t mandate humility from its
building block upon which civilization is built, not neces-
own servitors, but such Arisen often watch themselves and
sarily through ownership of land but through continuity of
their fellows carefully for the telltale signs of pride before a
existence upon it.
fall — after all, they’ve seen the consequences of arrogance
enough times to learn from it. Perhaps in compensation, Who We Judge
Neheb-Ka’s followers heavily emphasize piety and the gods, The Eater of Entrails’ servants find fault in bickering
building great temples to the Judge and Duat. neighbors squabbling over land, whether the power struggle
Cults of the One Who Unifies are often vindictive, close- of rival states or the greed of rich farmers each wanting more
knit little affairs — a band of vigilantes keen for vengeance, of what the other has. They condemn landowners wielding
or a social circle of veritable high-society harpies picking the the coin and the word to abuse or drive off inhabitants and
next bloated ego that needs puncturing. Some Arisen move to destroy that which has come before. Perhaps more perti-
from one brief group to another, forging activists or wronged nently in the modern world, Unem-Besek’s servitors judge
parties into brief cults to see through their actions against the those misusing the resources of their land — unsustainable
target of their ire; others build longer-lasting organizations, deforestation, soil poisoned with chemicals, and fertile earth
from self-help or spiritual businesses commodifying lessons locked away under groaning concrete.

The Judges of the Duat 59


How We Worship humanity fundamentally does not possess the perspective to
The servants of the Eater of Entrails gather their own determine its own framework of morality, or fear their own
estates and properties, and fiercely defend their territory. kind and suspect that the Arisen are imperfect creations
Unem-Besek encourages productivity in all aspects of ex- and, ultimately, a threat to the harmonious order of the gods.
istence, whether the use of land or the scheduling of the You’re a hunter of other immortals; you catch them,
Arisen’s limited time on the Descent. The Judge’s mummies pull their limbs off, take them apart to see how they tick
are always striving towards the next goal, trying to get the in the hope that one day you’ll truly understand your own
most out of every second they have in this cycle. nature. You are the implacable face of the cosmos, delivering
Cults of the Eater of Entrails usually focus around at- judgment to remind humans that it is the gods, not them,
tachment to a place or location. They’re the insular and from whom all righteousness flows. You think this is all a
xenophobic locals who don’t like outsiders, the archaeologists terrible mistake, unable to break free from the cycle of your
lovingly prizing the city’s history out of the soil, and the own immortality, and you want to warn those who would
activists trying to protect the wetlands from destruction at violate the First Judge’s laws that life without end isn’t all
the hands of industry. Many such cults fold the symbolism of it’s cracked up to be.
hunger and famine into their rites, whether through extrav-
agant banquets of grotesque gluttony, the self-mortification
Who We Judge
of fasting, or offerings of sacrifices’ entrails to sacred animals The world’s not short of idiots trying to bootstrap
who are treated as intermediaries to the divine. themselves up to immortality, a process that often involves
a dozen other crimes along the way. Servitors of Usekh-
USEKH-NEMTET, Nemtet go after the cults and cabals of such sorcerers and
parasites, bringing an early ending to their attempted eter-
THE FIRST JUDGE nity. Sometimes, the First Judge sets its Arisen against other
Deathless that have transgressed in some way.
IT IS BLASPHEMOUS, TIMELESS SLAVE, TO BELIEVE Although more abstract, the First Judge’s followers also
YOURSELF OUR EQUAL IN JUDGMENT condemn those seeking to define the nature of sin despite
The First Judge is fickle of form, often shrouding itself it being beyond their station to do so. Spiritual figures or
in shapes familiar to the viewer as father figures or mentors. secular authorities attempting to fundamentally alter the
Those lucky — or unlucky — enough to see Usekh-Nemtet deep-rooted values or ethics of a community can run afoul
in its true form claim it to be wrought of hollow masks and of the Judge’s followers, and no amount of philosophical
empty void, but even this manifestation may just be another justification is likely to sway such bearers of divine judgment.
veil. How We Worship
Much like the Last Judge, the First Judge concerns itself The First Judge encourages its worshipers to strip away
with lofty matters of the cosmos. In the case of Usekh- humanity’s self-deception and face the horrible truth of their
Nemtet, it condemns those aspiring to the position of the place in the cosmos; that each person faces only a brief and
Judges themselves, either through seeking to dictate the mortal existence, and that they dwell amid a greater order
nature of sin or through breaching the limits of their exis- that they cannot truly perceive or appreciate but to which
tence and seeking immortality. Some claim it sees even the they can only submit. Its Arisen servitors are usually eloquent
Arisen as highly suspect, and only grudgingly tolerates the and erudite, seeking influence and control over others —
Rite of Return. after all, mummies possess a cosmically-privileged position
Why We Serve Them of power by comparison.
Usekh-Nemtet is the highest authority when it comes to Cults of Usekh-Nemtet tend towards the bizarre. One is
the very nature and purpose of the Arisen, for their existence a death cult, embracing the inevitability of the end and the
lies within the Judge’s purview and, ultimately, every single cycle of rebirth; the members of another seek insight and
one of them has passed beneath the First Judge’s baleful revelation in exposure to the inconceivable truths of the
gaze. Some Arisen seek to serve Usekh-Nemtet for this rea- First Judge’s mind. Some are abjectly submissive, offering
son alone, seeing it as the greatest of Judges and the purest total obedience and the suppression of their own will to
example of their reason for being. Arisen finding particular their Arisen master and the cosmic order that the First
resonance with the details of its purpose have witnessed Judge represents. Most feature a strong vein of acceptance
the hubris of humanity seeking immortality, believe that of divine authority, and the punishment of those straying
from obedience to that perceived power.

60 Chapter One: The Arisen


From Chaos, Order
Most Arisen hold firm to the belief that the Judges are exactly what they seem: the 42 assessors of Ma’at judg-
ing the souls of the dead from their macabre thrones in bleak Duat. It’s all a part of the eternal, cosmic order.
Some Timeless claim a deeper knowledge of the Judges’ origins, gleaned from ancient texts, the confessions
of undying beings, or echoing fragments of broken time. These mummies claim the Judges emerged from
formless chaos, each given a splinter of the fundamentals of morality and civilization around which they
coalesced and took coherence. They crawled from the bedlam and built their thrones, taking their place in a
new order that rose with their appearance.
This story doesn’t necessarily contradict the Iremic belief in the afterlife, in Ammut and Aaru, but it does raise
disturbing questions among the Arisen who believe it. Did the Judges seize their conceptual space by dint
of being the first, or did another, greater power give them their meaning? Do they reflect the existing nature
of human morality, are they a parasitic attempt to ape it, or are they the external enforcers of something
greater? If they were once beings of chaos, given shape and purpose, might they one day return to their
former turmoil — and to what extent might the rivalries, bickering, and erratic behavior they display reflect
the cosmic order breaking down, and their slide into corrupting disorder?

The Judges of the Duat 61


Immortality will come to such as are fit for it;
and he who would be a great soul in the future must be a great soul now.
— Ralph Waldo Emerson
Over 6,000 years ago, before Egypt’s Old Kingdom rose,
THE NAMELESS EMPIRE desert tribes named the Black Land that sustained them Kemet,
“the heart of the world.” They lived alongside the River —
Close your eyes and listen to the wind as it howls over the
dubbed by later civilizations the Nile, but for Kemet’s people
sands. It cries for Irem, long gone, near-forgotten. The proud
no other rivers could compare to its wide, rushing waters. The
city stood at the heart of the Nameless Empire, and all the world
tribes didn’t yet have the trick of fire, and subsisted on what
trembled at its might. Hear, in the wind’s wail, its memory of
they gathered along with the River’s bounty. The Black Land
dancing down Irem’s streets, of skirling about the Pillars that
and the River protected them from the surrounding desert,
rose over it. Perhaps we stand where the city once did, though
where few ever ventured. The stories passed down from their
the kepher doesn’t stir beneath our skins. We might tread where
ancestors said scorpions guarded the searing white sands.
a temple once stood. What if the bones of a craft-house lay far
What their stings didn’t kill, the sun and thirst would claim.
beneath our feet, would you know?
Sometimes the dead walked, their corpses rising to attack
What if it’s the bones of our brethren, slain to fuel Shan’iatu rites? the friends and family mourning their loss. Elders laid heavy
Irem lies lost beneath the sands. Once, its pillars cast long stones atop the deceased to prevent them from such a return.
shadows across the mighty city, which in turn cast its long Spirits haunted the night and the ghost-winds sowed terror
shadow over an empire. With bronze-armored soldiers marching wherever they howled.
beneath the sign of the scorpion, and weapons strengthened Then, from a land beyond the tribes’ kenning, the sorcer-
by sorcerer-priests’ arcane workings, death proved no barrier er-priests came conquering. Those same stinging horrors that
to the Nameless Empire’s ambitions. The corpses of the fallen stalked the desert curled along the Shani’atu’s scarlet robes,
were merely one more resource for the necromancers to exploit. embroidered in golden thread. They brought with them their
The bodies of Irem’s survivors lay entombed, their souls gods and their necromantic magics, and shaped Kemet and
wandering through Duat unaware of happenings on the mortal its people to their wills. All things obeyed the sorcerer-priests:
plane, unaware of the reasons for the empire’s collapse. The they commanded fire; they bound the wind. At their behest,
Deathless arose when Sothis next ascended, when their bodies corpses stirred and set to building walls. The first stones they
were disturbed, or when Judges forced them awake, emerging laid were the ones that had held their lifeless bodies down.
into a world that had already forgotten their magnificent city. Though they never dared speak it aloud, the people of
Its Pillars gone, fallen or crumbled or carted away; its ancient Kemet suspected the Shan’iatu weren’t entirely human. They
magics lost, dead and buried with the sorcerer-priests; a poor wore human shapes, but while humans were born of earth,
imitation of its wonders stood in Irem’s place. some sorcerer-priests claimed to be made from fire. They were

The Nameless Empire 63


children of the stars, their essences shaped by magic. Of the of the dead, performed funerary rites, and oversaw the corpses
necromancers who spoke of their origins, they believed they the necromancers raised.
sat somewhere between the gods and mortals, tasked with The Shan’iatu further sorted people, dividing them by
protecting their lesser cousins from the Devourer’s hunger. profession and skill. They restructured society into castes,
That “protection” often took monstrous form — the breaking up the tribes and redistributing their people. The
dead weren’t the necromancers’ only slaves. Legend says the Shan’iatu split up the command of artisans and laborers, and
Shan’iatu raised the city in a single night, though the Arisen made craft-houses to train them in. The craft-houses weren’t
know no sorcerers’ hands grew calloused from the labor. Perhaps only useful in focusing the workers’ attention on their pro-
Shan’iatu magic alone called the pillars forth from the sands and fessions; they also kept them separate from their loved ones
set them into placed around the city in accordance with sacred and isolated them, making it harder for the displeased and
occult architecture, but human hands raised the city’s walls and displaced to rebel. Refusing to conform was punishable not by
constructed its temples and palaces. The Shan’iatu forced the the Shan’iatu, but by their own people. The sorcerer-priests
living to toil alongside the dead, day and night, while the city created a guild of spymasters to report on anyone hinting at
grew. Basalt columns loomed against the sky in any direction one insurrection.
looked. The obelisks’ shadows were an ever-present reminder of The newly-minted artisans augmented their works with
Shan’iatu prowess: their shades crept across temple floors and sorcery. Smiths churned out weapons inscribed with scorpi-
darkened audience chambers. Though the city had no name, its ons and holy imagery. Magic made the ink writhe on scrolls
inhabitants and visitors referred to it as the City of Pillars. scribes copied down. An amulet let its wearer know if their
The name “Irem” came much later, a word meaning false contact was lying. Alchemists saw the potential in base objects
paradise in a tongue as dead as the Nameless Empire itself. and transformed them into perfect versions of themselves;
sometimes using those arts on people rather than things.
RESHAPING Architects planned temples and tombs, ensuring that sacred
energy flowed properly throughout Irem.
With the city built, the necromancers set about reshaping
its people, declaring the tribes of Kemet to be a single nation of These specialized workers coalesced into the City of Pillars’
which they crowned themselves its princes. Of the Shan’iatu’s guilds, each jealously guarding their secrets for their exclusive
pantheon, they worshiped Azar as the highest among their membership. The knowledge they wielded brought them one
deities. Long before they invaded Kemet, Azar had charged step closer to the Shan’iatu, and lifted them above Irem’s
the Shan’iatu with teaching his Laws to mortals, and set them common citizens. Where the Shan’iatu acted as emissaries
over the humans as their guides. The sorcerer-priests raised a between the people and the gods, guild members became the
Pharaoh from among their ranks, a king serving as both Azar’s link between the lower class and the sorcerer-priests, serving
high priest and the bearer of his bau — the god’s power made as bureaucrats and law enforcement, medics and funerary
manifest. The Shan’iatu were the only ones allowed to fully priests; merchants and dignitaries could benefit from the
worship the gods, though they might be persuaded to collect services offered by guild members who could read and write.
commoners’ prayers and intercede on their behalf. While raising their city, the Shan’iatu also raised an army,
Amongst the other gods that stood alongside Azar in the conscripted its soldiers from among the tribes. As they’d done
pantheon was: the Nameless Serpent Sutek, whose sacrifice in making the craft-houses, the Shan’iatu drove another wedge
helped create other gods even as his goals stood in opposition into the remaining tribal society, subsuming their people into
to the Judges; Anpu, who ruled Duat before abdicating his various regiments, forced to let go of their old ways to conform
throne to Azar; and Ammut the Devourer, whose hunger to the new. The Shan’iatu used the armies to crush rebellions
would consume all of creation. Souls of the dead traveled and slave uprisings, often making soldiers slaughter their own
to Duat, the Underworld, where the Judges weighed their people. Loyalty to one’s brothers- and sisters-in-arms took
worth. While the Judges differ from the gods, the lords of precedence over the family with whom you grew up.
Duat wielded divine power, setting forth Laws that governed At every turn, the Shan’iatu destroyed the tribes and their
whether a mortal soul ascended to A’aru after death. traditions. The Nameless Gods replaced any worshiped by the
The Shan’iatu sifted through the tribes and selected the Black Land people; their stories died out, the songs fading
most gifted among them, deeming only a small number of away like water spilled on the desert sands. Over the course
Kemet’s people worthy of the knowledge. The sorcerer-priests of a few generations, Irem swallowed up the many peoples
taught these hand-picked prodigies the secrets of their ancient of Kemet. Only faint echoes still survive, buried deep in the
magic, showing them how to bind spirits into fetishes, or charm memories of Arisen whose families held onto their elders’ tales
a blade so it would never grow brittle. They tended the bodies and passed them down at the risk of death.

64 Chapter Two: Life When Deathless


THE EMPIRE EXPANDS the necromancers profited from the steady supply of the dead
streaming back to the city.
In its hundredth year, the City of Pillars stood as a marvel After months of fighting, the nations reached a stalemate
against the desert sky. Its craft-houses churned out wonders; during the siege of Ubar, the Ki-En-Gir’s citadel. Rather than
the sorcerer-priests studied magics to prolong their legacies. continue bleeding away troops and funds with indecisive
However, Irem’s masters wanted more. The artistic and sor- battles, generals from every legion in the Nameless Empire’s
cerous feats to which they aspired required resources beyond eastern force met with those of the Ki-En-Gir. None know
what Irem could provide. The alchemists needed precious what transpired in that cursed place where the veil between
metals and hard-to-find ingredients. In danger of exhausting worlds was as thin as gossamer. Perhaps the two sides attempt-
the quarries, the builders begged for stones to shore up tomb ed to forge a truce, only to have talks break down; maybe the
walls and erect new palaces, needing horses to haul it all. Ki-En-Gir laid a trap, intending to hold Irem’s generals hostage
The Shan’iatu turned their ambitions toward empire. First, or slay them outright; or it might have been that Irem never
they looked to the south, sending Irem’s armies to conquer planned to make peace at all, seeking an opportunity to enter
the tribes on the outskirts of Kemet. When they came march- their enemy’s stronghold so the sorcerer-priests could unleash
ing across the sands, the people they encountered had no their assault where it would do the most damage.
strategies to counter such a force — this kind of warfare was In the end, Shan’iatu sorcery destroyed Ubar utterly; the cita-
utterly alien to them, much like the Shan’iatu’s appearance del crumbled to nothing but rubble and ash. The sorcerer-priests
had been a century before. emerged from the ruins unscathed, while most of the enemy wizards
Some tribes put up a meager resistance, but the Iremites’ perished in the onslaught. Irem’s generals sent the unfortunate
weapons always proved superior. Even the plainest swords survivors back to the City of Pillars, where they were delivered into
proved sturdier than anything the people of Kemet could craft. the necromancer’s eager hands and never seen again.
Many troops carried swords enhanced by Irem’s guilds: the Ubar’s fall marked the end of Ki-En-Gir resistance. Though
bronze had been alchemically strengthened, the edges alight Irem’s scribes dubbed the accords The Pact of Ubar, the Ki-
with spells that prevented them from growing dull. Not all En-Gir had little power to negotiate. They could accept the
soldiers wielded blades; instead armed with spells woven into Nameless Empire’s demands and approve their proposed trade
their robes, while others held spirits bound in amulets ready routes, or suffer the same fate as their seers. The Pact sent
to unleash upon their enemies. goods and precious materials flooding back to Irem. With the
The army swept onward like a scarab swarm, taking east finally open to them, The Nameless Empire acquired hors-
every inch of land they marched upon for Irem. They seized es and slaves and other riches. The necromancers acquired,
resources and shipped them to the sorcerer-priests in the City eventually, those cowardly seers who had foretold Ubar’s fate
of Pillars, but demand only increased. Those deemed useful and had attempted to escape.
from amongst their captives joined a craft-house or served
as slaves in Irem, while the legions absorbed the sturdiest THE GOLDEN
fighters into their ranks. The Nameless Empire was anything
but wasteful even amongst those the sorcerer-priests rejected; AGE AND IREM’S FALL
their slain bodies sent back to the necromancers. As resources poured into the City of Pillars, the Shan’iatu
Within a year, the Nameless Empire’s armies had conquered devoted many of them to making the grand city even more
the lands that would become Libya to the west and Ethiopia to sublime. More pillars rose from the sands to tower over Irem
the south. Militias making a stand quickly fell beneath Irem’s and its new inhabitants. As the empire stripped its outlying
disciplined troops. as implacable as the city’s grand pillars, as territories of food and material goods, new temples rose in the
swift-moving as the winds of the khamsin. The Nameless Empire capital, with immigrants and captives swelling the population
continued its conquest, unstoppable and undefeated... — more artisans for the craft-houses, more laborers to build
...until it set its sights to the northeast. their monuments.
The foreign Ki-En-Gir had heeded the warnings of Irem’s The Nameless Empire entered a Golden Age, and the
relentless campaign well in advance. Seers and wizards aided sorcerer-priests, never content with their utter control over
the Ki-En-Gir, predicting the Iremite army’s maneuvers their subjects in this life, set their efforts to ensuring their
and giving the defending force time to plan their counter- servants would attend to them in the next. They envied the
attacks. While they weren’t sorcerers on the same level as Judges’ position in Duat, and wanted their power and authority
the Shan’iatu, the seers’ lesser magics were still costly for for themselves. After all that they’d done for the Nameless
Irem. Feeding and outfitting an army was expensive; only Gods, didn’t they deserve such a reward in death? If mortal

The Nameless Empire 65


souls could ascend to A’aru, didn’t the Priests of Duat, who’d an Arisen’s tomb — if they haven’t been sacrificed to the
guided them on the proper paths, warrant the same? Yet, the Judges in Duat.
Shan’iatu weren’t human. In place of souls, they possessed When the first Sothic Turn woke the Arisen from their
temakh, which barred them from the afterlife they so desired. slumber, the world they emerged into was a faint echo of the
If the gods wouldn’t grant them immortality, the necro- one they’d known. Those whose bodies remained in Egypt
mancers decided, they’d find a way to take it for themselves. found a country resembling Irem, but significantly changed.
They sacrificed countless captives and slaves in their exper- To the mummies, it seemed like a pale copy, as though an in-
iments. Victims of failed rites suffered unspeakable horrors. ferior hand had tried imitating a masterwork. They recognized
Their servants’ agony mattered little to the necromancers. architectural styles, and spoke a language that evoked Irem’s
What did temporary pain matter, if it opened the door to tongue. Even the gods stood in the Nameless Empire’s shadow:
eternal life? Each time they grew a little closer to thwarting Osiris reigned in place of Azar. The Nameless gods had been
death, until, finally, the Shan’iatu perfected the ritual that named, their rites led by priests who were poor successors to
would become the Rite of Return. Some whisper that the Rite the sorcerer-priests of lost Irem.
was truly an act of rebellion, that its ultimate goal would force Nowhere could the Arisen find the Shan’iatu they expect-
the Judges from their thrones in Duat and seat the Shan’iatu in ed to serve upon waking. If they’d gone ahead to Duat, there
their places. Whether they succeeded or not, no Arisen knows. was no sign, no instructions nor clues for the Deathless to
Though mummies have attempted to piece together the follow. What had befallen the Nameless Empire? Why wasn’t
fate of Irem in its waning years, the century or so during it flourishing in this new era? Had someone betrayed the City
which the Rite of Return was performed is where most Arisen of Pillars, or had it simply faded away? No one living could
memories of the Nameless Empire end. While some Arisen tell them; no one living remembered.
attempt to gather their fellow Deathless’ recollections and Every turn of the Sothic Wheel carries the Arisen further
piece them together into a single narrative, the results are far and further away from Lost Irem, though they can still see
from cohesive and often contradictory. Memory is unreliable, ripples of its influence spreading out to cover the world.
and what few Iremite texts and fragments remain rarely leave Some Deathless devote their Descents toward discovering the

66 Chapter Two: Life When Deathless


Nameless Empire’s fate. They sponsor archaeological digs, or SHAREWARE RITUALS
direct their cults to search for mentions of the City of Pillars
in ancient texts. Others look forward rather than back. They If Gutenberg’s printing press shook the Lorekeepers’ col-
accept that Irem, as it once was, is forever lost. Instead they umns, proliferation of word-processors brought them crumbling
aim to build a new Irem, creating a modern-day empire in the down. Nowhere has the modern era been more felt than in
image of the old. the guildhalls of the Sesha-Hebsu, forced to reconstruct their
written monuments on the information superhighway. Still, the
THE GUILDS Word accelerates through the infrastructures of the world. Some
within the guild embrace the technology for its ability to spread

I f civilization is the masterwork of Irem then its guilds guide


the world’s viral structures, direct its dreary pomp in ways
imperceptible, invisible, vital to those humans mistakenly
information and power with little more than an instant message
or email chain, all stored in libraries no longer susceptible to the
fires of Alexandria. Others lock their servers in secured vaults
claiming control over it. These specialized factions of bour- or within the confines of their tombs, seeing the easy transfer of
geois guardians once served the Shan’iatu directly, appendages rebellious ideas as a pathway to heresy. The Scribes all agree on
dedicated to sustaining social standards of class and progress, the hard truth of history, however — no matter the records en-
a pentagonal pyramid holding aloft the golden rays of the graved or scripted, mortal memory turns everything to legendary
Nameless Empire. Since the Rite of Return, they still serve, exaggeration, or forgets it all in exchange for lies, agreed upon.
albeit surreptitiously through eternity and for new empires
— vague mirrors of Irem, mirages of the City of Pillars. From DIGITAL GOLD AND SILVER
guildhalls of engraved stone to those secured in subterranean
Money rules all mortals. Even now, ducats of plastic domi-
nuclear bunkers, these sects grow and evolve to this day.
nate once sanctified solstices, and digital markets ebb and flow
Ancient and archaic, the guilds, much like the epithet of Irem’s
in accordance with plans and prospects too nuanced for most
most renowned monuments, are truly deathless.
humans to comprehend. The Alchemists do, however, and
use pooled resources to thrust their dealings into a worldwide
EVOLVING STRUCTURES economy unready for their emergence. The Mesen-Nebu
Irem is gone. Long live Irem. manipulate financial markets, coordinating flux and bursting
Occultists scroll through rituals on touchscreen displays bubbles as dissidents cry foul about how this superfluous mis-
and electronic tablets engraved in pixels of new tongues, placement of assets is careless at best, or abhorrent blasphemy
embossed within liquid crystal screens. The first Alchemists at worst. If the Shan’iatu’s children cannot wield the power of
constructed the sacred formulas now running through Swiss money to enact the objectives of Irem, the mortals claiming
digital servers. Pyramids laid by Irem’s Architects are replicat- mastery over the world will surely relegate those goals to the
ed in steel and glass, and filled to the brim with mortal relics. dimly lit corners of mythology. This cannot come to pass.
Iremite political theories pave the way to an Earth leveraged
by trade agreements and held hostage by thermonuclear
FROM LIMESTONE TO STEEL
proliferation. The Information Age has come, mortal minds Towers of steel and stone dominate skylines once desert-
still falter to grasp it, and the Deathless postulate whether ed, and the Tef-Aabhi struggle to remedy this obfuscation
anyone can. of Sekhem and the Lifeweb with gaudy mortal monoliths.
Skyscraping financial institutions please the Architect in the
SPEARS AND SUBMACHINE GUNS boardroom, but most Geomancers find the littered Roman
The Maa-Kep believe that they can keep control. All that arches and corporate coffee chains in the background sicken-
is required is for the Arisen to hold true to their purpose, ing, and seek relocation. The capital city of the United States
and the Junta wields many ultramodern tools to ensure this provides them with some assurance that the sacred geometry
adhesion to Irem’s path. Cults keep tabs on potential threats of ancient architecture still emanates from what they perceive
using GPS tracking and satellite surveillance from an old as New Rome, but even the sacred Rubicon was crossed, and
police dispatch center, sparking concern among some nomes, the Appian Way crumbles where global tourist organizations
and total outrage among others. Hackers and identity thieves are unwilling to repair it. Where will the Geomancers go next?
infiltrate Alchemist infrastructures searching for blasphemous
transactions and wield power enough to bring cruise missiles
THE UNCHANGING SHADOW
down upon more hardened heretics. The Necromancers require no evolution. Their dedication
to knowledge of the Underworld is eternal, beyond the whims

The Guilds 67
of whichever mortal civilizations claim false hegemony over
small scraps of earth. At least, that’s how the traditionalists
see it. Irem’s theology is quite literal, and only those wishing
to abuse it for personal gain would see it warped. Still, cults The Apotheotic Movement
strategically plant medical examiners in modern hospitals
and morgues for easy notification on especially gruesome or On the surface, the guilds’ most threatening en-
monstrous attacks, and swathes of audio engineers in their emy is the loosening of the yoke around Arisen
employ listen intently to frequencies of white noise for any necks, the breaking of bonds between Deathless
disruption from beyond the veil. Some see this technology as and the Judges of Irem — the abandonment of
a tool to be wielded just as the wand or scepter, while others
their purpose for freedom and the fabled destiny
of godhood.
see it as the end to justified means.
But this is no true threat; it is part of the formula.
CONFORMITY AND REBELLION, As civilizations rise, they too attempt to achieve
godhood, a placement in the eye of the pyra-
COLLAPSE AND WAR mid, gazing over the entire world and directing
it towards new destinies. By the time a rebellious
The Arisen are powerful, but most of the work maintaining mummy unfolds its scroll of memories, it realizes
Iremite infrastructure falls to their cults. The flow of humanity at the end of its search for self-deification and
waxes and wanes like the Nile floods, so it’s no wonder the tra- liberation that civilization has been further built
ditions of Irem take as many forms as there are mortal factions onto the foundations laid by Irem, and they have
interpreting them. Who keeps the guilds on the right path? The merely once again served their purpose as an in-
nomes are the first line of defense in dealing with heresies, but teger in the formula. These memories vanish at the
when the best laid plans collapse under crumbling columns, apoc- end of the Descent, leaving only moments for the
alyptic Judges manifest in material reality, and the world is altered. mummy to ponder its tragic fate.
Toads rain from the sky, winter turns to summer overnight, and
cemeteries become empty fields pockmarked with empty graves
and overturned headstones. Knowing what’s coming for them,
rebellious Arisen grow nervous, and heretics react dangerously
in the face of their worst fears. AMULETS OF INK AND STONE
The guilds are consistent in their dealings, but conflicts With some help from their cults, and through the vague
between them are not unheard of, especially during Sothic blur of distant and fading memory, the Maa-Kep rediscover
Turns. Mummies form intense rivalries, and competitive those in their caste using symbols strung around their necks,
scrambles for power often turn to violent ordeals across mil- insignias pinned to collars, and press passes dangling from
lennia. Arisen awaken at war, or thrust into peacekeeping lanyards. Their chests are tattooed with amulets of ink, and
missions to prevent such conflicts. Alternatively, they might enormous rings bear gaudy signets upon their fingers. These
find themselves alone, their cult completely devastated by the badges are not always so blatant — the senator’s campaign
enemies currently breaching the tomb. manager decorates letterheads with bygone symbols, and the
mob boss trusts their advisors to decorate illicit crates with
TIES THROUGH ETERNITY similar icons. Once found, the symbols reunite the Maa-Kep,
and once reunited, they see their cosmic rising as a sign that
How do guilds maintain themselves when their chief mem-
the world needs a hard redirection — a task only the trusted
bers slumber while the world evolves, grows, collapses, dies, and
Dapifers can accomplish.
evolves all over again? Once they’ve begun their Descent, how
do Arisen recognize their guild companions, or those mummies CALL OF THE GEOMANCERS
from other guilds? Spotting relics with kepher is a fine strategy
to discovering nearby peers, but more nuanced signals and rites The Tef-Aabhi deliver omens and intricate signs to their
among the Arisen emerge and evolve through time. Some cults members, often on a large scale. Cultists scan satellite imag-
maintain more than one tomb, staying alert to guildhall loca- ery displaying strange geometrical formations absent only a
tions in the eventuality that masters must be summoned. Even week prior. Meetings are called and merets formed in sacred
fickle memory ensures the softest word, the smallest signet, or causeways that the Tef-Aabhi just feel drawn to; relics pique
the slightest glance at Sothis in the sky is enough to bring forth Arisen senses from hiding places among the marble pillars
rushing memories where before there were none. and reaching obelisks of Washington D.C. Provoking graffiti

68 Chapter Two: Life When Deathless


Why do Merets form?
Few causes to form merets are more potent than a common enemy. Cults summon aid from others during
emergencies, and form lasting pacts against Lifeless onslaughts — two Deathless are always better than one.
When allied mummies rise in their powerful forms, they are guided toward problems in need of obliteration,
and consistent threats lead Arisen to entomb themselves in groups of three to five, or more — powerful
squads prepared for anything. Small parties become hardy legions, companionships after epochs of ser-
vice in Persian cavalry brigades, Roman rank and file, Amkhat hunting parties, or SWAT teams breaching
Shuankhsen tombs with devastating modern charges.
The bonds of the Arisen are difficult to fray once formed, no matter the guild, and when the members of a
meret Descend together, they awaken feeling an immediate bond of shared trial and trauma.

appears overnight, a signal to all merets in the surrounding the linguistics professor’s letter, the braille letterhead, or the
area — something is amiss, a gathering is needed. Signposts sheet music dotted with telling melodies. When the Scribes
along trade networks paved by ancient New Pharaohs still call, you must be paying attention.
direct those in the know to chapter houses where relics need
returning, or occult excursions require planning. When the ETERNAL RITES
Geomancers want to get your attention, the world takes notice The priests of Irem display their allegiances without color
whether they know it or not. or emotional interpretation. Ghosts and spirits summoned
during messenger rites deliver details of this Descent’s mission
GOLDEN CHAINS to the recently awakened mummy. Guild prophet ceremo-
AND CREDIT UNIONS nies reach out to servants in dreams and visions, alerting
Time passes and the products change, but the formulas the Sadikh or sorcerers to an urgently required awakening.
remain the same. Builders raise new and brilliant structures Visions of Neter-Khertet are conjured in corporate Russian
from the same raw materials, fused and conjured in innovative headquarters and manors on the Thames alike, delegating
ways. New objectives present themselves with every Descent, authority to nearby Necromancers, or calling all to attention
no matter the guild, but they always demand financial backing. in times of dire need.
Modern economic and alchemical structures make it easy
to deposit funds into rogue accounts, sometimes as a simple THE RITE OF RETURN
message saying they are ready to invest, or requiring a rival’s
I don’t remember much. In fact, I’m not sure why I’m here or
removal from the picture before doing so. Scrolling stock ticker
who I am — who I was. My purpose is clear, and unearthly pow-
abbreviations awaken something in Mesen-Nebu mummies
ers pull me in the direction of the Judges and their divine plans;
seeking their guild, and blackjack dealers on the Luxor’s casino
but my memory of how I became what I am now is fractured. If
floor pass chips encoded with vital information leading to the
I close my eyes and listen to what is left of my previous life, I can
tomb in the vault.
hear a man’s laughter; feel his hands around my waist, the wind in
CODES AND CRYPTOGRAMS my hair. The voice of a child, no older than eight or nine giggles in
the background. Was I in love? If I was this happy, why did it have
Old habits die hard, and the Sesha-Hebsu have always to change? I only remember the trance-inducing medicines they
used archaic passcodes, ciphers, and riddles to deliver infor- gave me right before changing. The blades shimmering in the light
mation or introduce themselves to their own kind. Tattooed of torches, displayed on a stone table beside my bed. The smell of
glyphs run along forearms and decorate the corners of the dampness and the air so thick I felt as if suffocating. When I woke
eyes while newspaper cryptoquips and crosswords alert nomes up, I was the way I am now. A monster, some call me. I prefer
to occurrences. Runestones stand as ancient path markers the term ‘Deathless’ though, as that is exactly what I am. Without
guiding the way to frozen burial chambers where warm hearths rest; without death — I just am.
might be lit, resurrection rites conducted. Keep wary eyes on

The Right of Return 69


After my life was taken from me, I went on a journey no As the mummy wanders through Duat, their overwhelming
imagination could conjure up. Duat, what we have been warned feelings are of fear and despair. They do not know where they
about, learned to fear, that’s where I was. Although, it seemed are, where they go, and what their purpose is, but they feel an
very familiar to what I have always known, just slightly… off. increasing power with every step of the way. Sekhem — the
A crimson river ran through mounts of sand, staining its sandy power of life, the source of existence — courses toward them.
banks. There was no end in sight. No sun. No moon. Darkness, Sometimes they feel stronger after every trial, other times they
but I could still see. I felt as if the Judges wanted me to walk and feel intellectually crushed after every torment, filled with wits
search, as if I was being guided without knowing why. For reasons or doubts with every challenge they conquer of fail. Sekhem
unknown, the next part of my journey is too discordant for me surges through their entire being, and suddenly they stand as a
to recall, but I know it involved torture and trial, and each of my parody of life itself, its master or its slave. This is the moment
organs — my Pillars — were tested. Finally, I stood before the they declare their Pillars and their decree. This is when they
Judges. Eyes from beings beyond any nightmare observed me, stop in front of the Judges, and when their true nature shines
judged me, sized me up, and by then I knew exactly what I was through and becomes visible. As the journey completes, the
and an eternity serving their words followed. world once again turns dark.
Now I am awake in a world rushing past me. Perhaps I have When they open their eyes again, it is in another place,
been awake before, perhaps not. I might wake up before, during, another time, another body, but mind and soul remain similar
and after this line of time; for I do not follow it in any linear but altered. They can no longer remember what they once
manner. I awake when the Sekhem beckons me, and when the were and, to begin with, struggle with what they are. However,
Judges command me. as in Duat, the mummy’s Sekhem and the Judges direct, and
the Arisen slowly regains Memory and understands their call-
ing, but must once again battle the flow of time belonging to
THE CALL OF THE JUDGES the world of mortals. As time passes, they gradually lose their
The creation of a Deathless was orchestrated through the powers, unless fed through relics and vestiges. They may have
sacred Rite of Return, a ritual sending its participant into the been given a chance of life, but the world takes no consider-
depths of Duat to face the deepest parts of their soul, twist it ation to what they are or their goals. It simply continues in
around, split it apart, only to put it together into what becomes linear time, and the mummy must either accept the world’s
the mummy. During the ritual the Judges test and evaluate the will or alter the world around them.
Arisen’s Ab (heart), Ba (spirit), Ka (essence), Ren (name), As the mummy faces death and resurrection many times
and Sheut (shadow). Through their unrelenting powers, the during its existence, Duat slowly grows grimmer and strays
Deathless know what they truly are, proclaiming which Pillars further from its similarities with the mortal world. Every return
shape their powers, and to which decree they belong. sees a new alien vista, a fresh terrible danger, and a new feeling
Duat is much like the world from which the mortal hails, of release and freedom come the awakening.
but utterly different. Rivers twist through grassy landscapes,
mountains shoots into unbelievable heights, lakes and moun- THE FIVE PILLARS
tains share familiarities with what the mortal might already
Although the power of the five Pillars is represented in
have experienced. To some, Duat resembles a copy of the
the Deathless, some are stronger and more meaningful to
sunlit world, but travelling through its vast territory, its true
the mummy than others. Throughout the Arisen’s journey in
nature becomes obvious. Lakes are not full of water, but
Duat, they gift their soul to the Judges, allowing those gods to
scorching and bubbling lava. Forest critters are replaced with
bend and shape it into its full potential and return it to them
monstrous cavern deities. Spit-fire snakes and nine-headed
in the shape of powerful Sekhem. By then, the mummy has
jackals await the slight misstep of its visitors. Mountains are
proclaimed their five Pillars and decree. In order to determine
impossible to climb, as they are ever-expanding, rivers roar
the faith of the Deathless, the Judges create a trial or challenge
with thick-blooded streams, and there exists no sky, no night,
representing each Pillar. Depending on their success, the five
nor day. Time is no longer a factor, and this is often the first
Pillars are set.
step for the mummy to understand their existence and the
meaning of suffering. Time as they knew it ceases to exist; AB (HEART)
now there are only the whims of the Judges.
This visit to Duat takes place the first time the mummy The heart is one of the body’s most powerful organs, con-
is slain as a mortal, and every subsequent time they Descend stantly providing its host with nutrients and oxygen. When
— each journey and experience differs. a person feels lust, hatred, fear, and joy, the heart beats with
increased tempo, and responds to emotions and desires. The

70 Chapter Two: Life When Deathless


aspiring to grandeur, dedicating themselves to overcoming
immense challenges. The Judges test their subject’s ability to
stay true to themselves and trust their own intuition in every
The First Descent situation they face, and the Deshret face these trials head on.
When surrounded by hundreds of hellish beasts spawned from
The first assessment of each mummy happened the depths of Duat, will they stand and fight, use tactics, or
thousands of years ago, and for most Arisen, flee? What would make them stand out? When illusions of
they only have their decree determined that sin- ghoulish hands breaking through the crust of the earth to pull
gle time. However, whether through flashback them into a black abyss appear, will the mummy let common
or the non-linearity of the Mummy: The Curse sense keep them calm or panic? An outgoing character who
storyline, this moment can still be roleplayed. A loves to be the center of attention might suddenly find them-
player might wish to recount how their decree
was first inscribed on their mummy’s soul, or a selves at a revel with none of their friends or family. This is a
Storyteller could take the group through a scene Deshret’s chance to shine and prove their worth to the Judges.
for each character, establishing why one was
deemed fit for one decree, and why one was KA (ESSENCE)
awarded another. Alternatively, the reasons be- Essence is what pushes anyone to take the next step; the
hind why a mummy is of a certain decree can be base of motivation and drive, without which stagnation is
left mysterious.
inevitable. Every living being needs to develop to survive in
a world otherwise moving on without them. The Judges are
aware that some Deathless are less in touch with Ka than oth-
ers, but they all know the importance of Ka, and the Nesrem,
Kheru, or Lions, are therefore in touch with their emotions or Bulls, are champions of this Pillar. Nesrem are excellent
and feelings, and still in their Deathless bodies they yearn to vessel hunters, as they let nothing disturb their path to their
care for something or someone. They are addicts of passion and goal, but they also run the risk of single-mindedness and un-
violence, trying to fit an action into every second of existence. necessary stubbornness. A soon-to-be Bull’s Ka is assessed in
The Judges might place vivid recreations of the mummy’s straightforward, hands-on tasks. She might have to navigate a
mortal family or friends in distress over their death, or form mountain pass guarded by a slumbering serpent with the head
simulacra to display their sacrifice over and over, carefully of a jackal to complete her journey. The serpent might task
watching their reaction. Does the mummy respond or fight her with ridiculous or mind-numbing disciplines, like digging
back the feelings? Are they allowing their feelings room to de- a hole and filling it up again or counting thousands of pebbles
velop? Are they lashing out? Or are they retracting, sheltering for no reason. The task inevitably takes a dark twist: children
themselves for what might be potential pain of loss? The Judges start screaming for help from the deep hole, and the Arisen
set up horrific trials, forcing the mummy to choose between slowly becomes aware they’re filling a mass grave. Depending
the lives of two loved ones, to murder a brother over a sister, on how they complete their task, the Judges know the power
or even a child over the other. They evoke false feelings of of the mummy’s Ka. If they complete the task with gumption,
hope and happiness just to rip it away in the same instance, then a Bull they become. If they give up or refuse to complete
watching the Kheru cry out. They make the mummy relive the task, Ka is one of the mummy’s weaker Pillars.
memories of torture, trauma, and even joy just to have them
experience the loss of not having that happiness any longer. REN (NAME)
Ab can also come in the shape of a creature living in Duat,
suddenly falling ill and in need of aid. Here, the Judges ob- Knowledge and wisdom gives Ren its power. The Usheb, or
serve if the mummy comes to the animal’s aid. If the mummy Serpents, know the best way to gain control over oneself, the
responds to these trials, it often means this Pillar is strong world, and the Sekhem within it, is by obtaining knowledge
within them, and they declare themselves a Lion. about what you pursue. Usheb get stuck in their own ways
once they find something to believe in or investigate in an
BA (SPIRIT) obsessive manner. Once they do fascinate themselves with a
certain facet of life, they become pure experts on their subject
Transformation from mortal to Deathless removes certain and encourage others to follow their path. Whatever infor-
traits normally used to define personality, like memory and mation exists, Serpents constantly strive to find. As a part of
mortality. However, the spirit is never truly removed, only their trials, the Deathless’ Ren is assessed, often by presenting
reworked. This part of a being defines who the Deshret, or the mummy with different opportunities for learning along
Falcons, are, and what codes they live by. They are beings

The Right of Return 71


their journey; books and scrolls explaining what Duat is, the
creatures found within, and most importantly, the Book of of
the Dead, the only known guide to Duat, and Scroll of Ages.
Libraries of scrolls and deep grave chambers contain the The Shifting of Pillars
books, with some texts presented as artwork on sarchophagi
and tomb walls. A Deathless’ Ren can also be determined by and Foundations
how they interact with Duat’s creatures. Does the mummy ask An optional rule for the Storyteller is permitting a
questions and act with curiosity toward them in order to gain Judge-given shift of Pillars several times during a
knowledge on the situation? Those with inquisitiveness, who mummy’s lifespan, in a sense allowing Duat and
seek to answer memory’s mysteries, often declare themselves time to have an effect on the mummy’s being. In
Usheb and their Ren paramount. this optional rule, the Judges reassess the Pillars al-
ready given to the mummy during their last Descent,
SHEUT (SHADOW) and determine whether the Pillars still match the
mummy’s self and purpose. Therefore, the Pillars
Deathless with this decree, known as the Ashem, or Jackals, shift and can change on subsequent awakenings,
separate themselves from the rest of their peers, focusing predom- changing the mummy’s way of thinking and living.
inantly on harsh teachings, rational thinking and embracing the If during the last awakening a mummy had Ba as
shadows everything in life casts. Instead of denying the existence his main Pillar, and successfully used this to obtain
of malice and hardship or pretending like it does not affect them, their goal, the Judges may decide this Pillar now
they understand the darkness and guide the living through it. functions as a secondary Pillar to a new Pillar, Ka.
Ashem seek to understand and explore what balances out good- Depending on the mummy’s power and the
ness, life, and suffering. Their unwelcome frankness and nihilistic Judge’s faith, they can also request certain Pillars
view on life means these Deathless spend much of their existence and convince the Judges they feel stronger for
alone, and they hate loneliness. However, they exude immense one Pillar than the other. Ultimately, it is up to the
amounts of vigilance and stamina, as they embrace what’s feared Judges to decide how the mummy returns to the
and take control. The Judges present the mummy with ethical world. Changing Pillars might cause yet more con-
dilemmas where they’re faced with choosing a route based on fusion in a mummy’s awakening, since their entire
emotion and morals, or a route based on logical thinking and identity, which they barely know to begin with, has
practical interaction. A mummy might face a dilemma where
been shifted. If the Judges provide the Deathless
with the same Pillar as the last Descent, the mum-
they have to save themselves or a group of innocents, or even my may have an easier time gaining memory, but
their family. The Arisen might stumble upon a person lying on doesn’t gain the benefit of having experienced the
the ground with wounds they know will kill him, but he begs influence of several different Pillars.
the mummy to take him along and save him. The mummy’s
pragmatism, persistence, and emotional response are evaluated
and play a substantial part in defining them as Ashem.
the star Sirius, a mummy’s personal Descent is determined by
THE SOTHIC TURN the constellation of their Judge and separately, their decree.
Whether it’s because they possess limited Sekhem, or simply
Both the living and the dead have been fascinated by because they choose to, when the Judges opt to wake their
and dependent on the alignment of stars and planets. Time servants often matches the time of year where the Arisen’s
as we know it was designed on the movement of the cosmos, decree-aligned constellation is the most prominent.
and the sorcerer-priests quickly grew to understand that the Orion (Ab): January to March
Sothic Turn — the wheel of time and change — played part
in Deathless awakening. Although they follow the general Lepus (Ba): March to May
Sothic Turn, all mummies wake when Sothis is in alignment; Serpens (Ka): May to July
mummies also have their own inner beckoning. The Judges Lyra (Ren): July to October
can call upon them and return them to life if they have a Cetus (Sheut): October to December
certain goal or purpose for the mummy to accomplish. Some
The most recent Sothic Turn occurred in 2012 CE when
Judges might have a task in mind, like retrieving a certain
many mummies woke in a fury, frustrated that their remains
relic, while others want to see their servant arise because they
and sacred items meant as sacrifices to the Judges were
believe they are more useful walking on Earth than dormant
suddenly appearing in museums. Several Deathless crawled
in a tomb or grave. Whereas the greater Sothic Turn follows
from tombs they were displayed in, breaking through glass

72 Chapter Two: Life When Deathless


cages, setting off alarms and killing security personnel. Their
sudden awakening forced already integrated Deathless to
THE AWAKENING
make up cover stories of violent robberies in several mummy You first hear the slight creak of a wooden hinge. A beam
exhibitions throughout the world. Other Deathless awoke on of warm light beckons your eyes to open, and soon after, you
archeologists’ examining tables, destroying laboratories and regain your power of movement. Although it does not take
valuable equipment in rage and confusion. long, while you lie there eternities seem to pass before you go
Since the most recent Sothic Turn, Deathless have had from flexing a couple of fingers to moving your arms, legs, and
time to experience and gain an understanding of the world head. The world has not changed in your tomb; it is as you last
in which they now operate. While some enjoy its fast pace left it. Every bone, every wrinkle of skin, each fingernail and
and pulsating development, other mummies feel as if they straw of hair suddenly rush full of life, and you feel as if power
are falling behind. They regress into their own guilds, with is your plaything. Sekhem forces every vein and cell back to
creatures they know and can trust, instead of engaging with movement, and you face a half-circle of mortals stopping their
the world. This grants them a tighter bond with the world chant. Miniature candles placed around your sarcophagus
of the Deathless but detaches them from the mortal world. dance in the light breeze from the open door down the hall. Your
Balance is important for the Deathless to exist in both worlds first instincts are fueled by animalistic urges and the pure energy
successfully. To gain this balance, most mummies form cults from the Judges, but you manage to hold back from destroying
that might act as guides. the nervous cult. You are awakened, not alive, but fueled by
the source of life itself. You are as powerful as you will ever be.
Most newly awakened modern mummies do not compre-
hend that their actions can be caught on video and shared A newly awakened mummy is unaware of what it was and
with the world within minutes. Their guilds and their cult what it accomplished in previous lifespans, but it remembers in
teach them to act carefully, and to remember their presence a blur of confused memories how it came to be and its journey
is best left unknown. The promise of fame and fortune pre- through Duat. Although removed from what once defined
sented through an interconnected world is as attractive to it, the Judges burn the birth of the mummy into its Memory.
mummies as it is for humans, and some Deathless exploit This serves as a constant reminder of from where it came and
the media without any regard for the consequences. They of what is its true purpose. The memory of Duat serves as a
know that a good way to track relics and artifacts is through traumatic shadow always lurking over the Deathless, which
engaging with a community, especially passionate young some nevertheless treat as a proud and epic journey.
mortals. Other mummies sit as the CEOs of large, progressive
companies based on everything from green, sustainable energy THE CALL OF THE CULT
to successful haute couture empires. Most mummies put their The mummy’s cult is a valuable factor during the Descent
mark on the world, and engage with its inhabitants to some and for the awakening. It can, with preparation and the right
degree, but others hide, disappearing into nothingness and equipment, call upon the Judges to bring a Deathless back to
letting their fears overpower their purpose. existence. This means the cult needs to gather information
about the mummy, its decree, and what constellation it falls
AWAKENINGS under. They need vessels containing Sekhem, and enough to
pull the mummy from its dormant state, while also successfully
AND DESCENTS calling the attention of the Judges. Through dark rituals and
necromancy, often described in ancient scrolls and writings,
T he Judges, the mummy’s decisions and actions, their
cults, the surrounding world, and the success or failure
of the mummy’s calling all determine a mummy’s lifespan.
an appointed leader or priest of the cult, who must be present
at the summoning, reads the spell (see the Call on p. 212).
The Sothic Turn might call them from their sleep, without Some cults have allocated certain sites where they know
any immediate purpose; and the Judges may decide on the Sekhem is powerful. This is often in or near places of great
awakening of the Deathless with one goal in mind. Already historic importance, like the basements of museums, sites of
established cults can, through occult rituals, call upon the historic human slaughter, well-kept historic buildings, castle
mummy; and unknowing disturbances of a mummy’s tomb ruins, or old monasteries. If the cult manages to keep their
shake its soul into awakening. With time however, and espe- site undisturbed, they succeed in caging the Sekhem for when
cially with accumulated knowledge about other Deathless, they want to awaken their Deathless.
mummies become aware of other methods of achieving the
awakening or Descent.

Awakenings and Descents 73


DISTURBANCES
A mummy’s resting-place often acts as a sight for tourists
visiting ruins, school classes in museums, archeologists on the
hunt for relics, and even journalists or TV show hosts looking for
the next big story. Graverobbers occasionally make their way into
catacombs they quickly regret entering. Even unknowing mortals,
who did not pursue the hunt of the mummy, sometimes land in
the hands of Deathless, never to escape again. In rare instances,
something binds a mummy so deeply to its Descent that mere
disturbance will not rouse them. Sesha-Hebsu record how the
Arisen named the Urfader, found by a peat digger in a bog outside
a sleepy town, did not awake immediately even as he received a
chop to the shoulder by the peat digger’s shovel. The guild now
protect his body for the time he does awake, as they have many
questions. Regardless, countless examples exist of disturbed
mummies awakening in a fury of wrath from which the disturbing
party typically meets their demise. A cult, not uncommonly, finds
its Deathless master with the body of a graverobber on top of it,
or a group of scientists laying in broken heaps.

THE SARCOPHAGUS TEXT


The only proven method outside of the Sothic Turn to wake
a mummy without generating a bestial and physical reaction uses
this rare awakening. When approaching rest, Deathless — mainly
those of the Sesha-Hebsu — sometimes carve vaguely remem-
bered hieroglyphs into their coffin. These carvings illustrate Duat
as a place not of fear nor punishment, but a plane everyone must
travel to receive peace. While undoubtedly false, there are suffi-
cient splinters of truth in the abstract imagery to act as a guide for
the mummy once they undergo their trials and judgment. Ahead
of a new Descent, cultists who understand Iremic (or Archaic
or Old Egyptian) can as part of the Call (see p. 212) read or sing
these hieroglyphs as a means of coaxing their mummy to a restful
awakening. This necromantic lullaby puts the Arisen at ease
when they rest, and helps reassure them as they wake, providing
a sense of reassurance the Judges favor.
As with other rituals, the mummy might well wake from
disturbances before the summoner gets around to reading, there-
fore the cultist often risks his life to perform it. As the mummy
awakens, the text on the interior of its coffin or tomb reminds
her that she’s not in danger and her awakening is performed in
a controlled environment. At least, she does so if everything
goes to plan.

NECROMANCY
Arisen are creatures bound by potent death magic to fall
and rise, again and again, with similar death magics tugging or
tweaking something of their Sekhem into awakening. Performing
necromantic rituals, bloodshed, or suffering on a grand scale near

74 Chapter Two: Life When Deathless


a mummy’s resting place sparks an awakening. The act of WHY AM I HERE?
slaughter made a mummy Deathless in the first place, as such
another act of slaughter picks at deep wounds, relighting the Though she might not realize right away what her purpose
fires of anguish and pain, triggering an awakening. is and why she is awakened, the Judges always attempt to pull
an Arisen’s strings — even if they are not the ones to awaken
Mummies awoken through the practice of necromantic
her. A cult might task her with a specific goal, but if the Judges
arts or acts are Arisen at their most furious. Even cultists
decide her Sekhem-fueled existence is better used for another
and fellow mummies aren’t exempt from the mummy waking
purpose, the mummy might be torn between two factors. The
with the taste of blood and the smell of death surrounding
Judges’ manipulation is not overt, but she feels an innate pull
them, taking them at least the duration of a scene to regain
toward a certain place or certain task, despite being asked
a measure of lucidity.
something else by her cult. If she obeys her inner voice, she
THE DESCENT receives Sekhem or Memory, but this means neglecting and
possibly angering or losing her cult. If she helps her cult, she
A countdown begins from the moment the awakening is is constantly fighting a pull in another direction and is depen-
successful, and the Deathless once again stands solidly on their dent on the Sekhem the cult grants her for survival. Even if
feet. Despite their hazy beginning, where they barely remem- she awakens due to a Sothic Turn, the Judges never let her
ber what they are, the mummy is fully aware of the purpose roam without a direction. They created her for servitude, and
bestowed upon their person. Even if the cult summoning them have no desire to waste time.
or the mortal disturbing them is not, the Deathless begins to
pursue what they believe they were awakened to do. If not ISOLATION AND INTEGRATION
given a direction, the mummy’s Sekhem is powerful enough
A mummy awakened by disturbances around its resting
to guide them in the direction they need to head, whether to
place or a cult with abusive intent might fear or hate the
reform their meret, find their cult, or protect a nearby relic in
external factors of the world, while a mummy awakened by a
danger. A cult might have summoned them hundreds of miles
Sothic Turn, by the Judges, or a well-organized and prepared
away without purpose, perhaps in desperation or an emergency
cult sees the world differently. Changing the mindset of a
situation. Although they are not nearby, the mummy knows
mummy when she is already determined is difficult but not
the general direction of where they need to go.
impossible, and an isolated Deathless might change her mind
If following the paths of the Judges and successfully pur- with a cult or guild showing her how to approach the world. A
suing what they were awakened to do, the Judges grant the Deathless left by her cult or experiencing trauma might in turn
mummy Sekhem enough to survive and complete their task. become isolated in a world she does not wish to understand.
This can take everything from months to decades, but as long
Integrated mummies enjoy discovering the world and the
as they are playing an active part in their own task, their rest
living and dead inhabiting it. The Maa-Kep, being the known
can be postponed, if only for a while. What they can gather
go-betweens when they’re not policing the Arisen, enjoy
through relics and vestiges is up to the mummy, and can
shepherding a flock of mortals or other mummies. They stay
make them even stronger and more powerful in an addictive
relevant by taking up posts as middle managers, secret-police,
manner, for as long as the Judges permit it.
and lawyers, and thus need to know and blend into the world
The Deathless is not forced to pursue his calling. They can they live in. They are also known for letting their rigid internal
refuse to perform their tasks but soon realize the Sekhem and hierarchy get the better of them and can sometimes destroy
source of life washes away rapidly. They must seek Sekhem themselves through becoming bound to a set regimen or refusing
from other mediums, and this is primarily from powerful relics, to explore certain taboos. The Sesha-Hebsu seek knowledge
and sometimes other mummies. These sources don’t have to and record history, and although they spend many hours in
be hidden away in treasure chests or highly guarded chambers libraries studying and writing, field work is just as important.
(although this often indicates the item is valuable and con- Unlike the Maa-Kep, they take up the role as a fly on the wall so
tains potent quantities of Sekhem) but can be anything from as to not interfere with the natural flow of time — they cannot
buildings to jewelry, as long as it contains Sekhem. An unlife afford to stay isolated. However, the current era of free will and
not following the directions of the Judges is not an easy one, improving standards of equality does not always comply with
but an Arisen gains the power of free will, and some mummies their understanding of morality and the laws of the Judges.
find this more important than any gifts granted by the divine. Members of the Sesha-Hebsu therefore find themselves in
As the mummy’s Sekhem drops, they appear less godlike and awkward and unlucky social interactions and can even attract
monstrous, and increasingly human and fragile. unwanted attention. The Tef-Aabhi feed off the importance
of heka, a sacred force found in creations and monuments they

Awakenings and Descents 75


build. Architecture and great entrepreneurship have always CULT PARTNERSHIP
been the main interest of the guild, which requires interaction
with the world in which they wish to practice their skills. Their Although a potent creature, staying relevant and surviving
rediscovered interest in creating life from heka requires them to requires the cult’s aid. Often the cause of an awakening, the
interact and understand the living around them. More isolated cult helps the Deathless back to life, teaching her how to act
Deathless see these guilds’ fascination with the world merely and survive the current era. Cultists both carry the power of
as a distraction. They fear these mummies’ infatuation with life and death for her, and worship her for her superiority. By
mortals distracts them from the will of the Judges and leads providing shelter and sources of Sekhem gathered during her
them astray from their goals and paths. slumber, the cult prepares the world for her. Some mummies
never gain a cult and have no interest in mortal contacts.
Isolated mummies interact as little with world around
They still manage to survive, but a cult is valuable to almost
them as possible, whether out of fear and lack of knowledge,
all Arisen.
or because they simply do not care. The benefit of interacting
with mortals is not more important than the hazard of doing Upon their first awakening especially, some create a fol-
so; mortals are often more in the way than helpful. They often lowing on their own initiative. Some use the tactic of stalking
attract a cult of immortals to run their errands and provide and indoctrinating mortals at their wits end. Often they are
them with Sekhem — some even use force to do so and treat recently fired, post-breakup, or in need of a miracle to gain
their cultists more as slave labor than partners. Members of what they most desire. For other mortals, having an immortal
the Mesen-Nebu know their status as those that are Born of monster in their back-pocket is persuasion enough. As word
Gold, feeling superior to other guilds and, indeed, mortals. spreads, cults might form around the mummy's reputation,
They are experts in their fields, and know how to turn nothing even if they are not awake. The pure lore and legend is some-
into something of great value, which is important no matter times enough to gain a large cult following without having
what world or timeline they exist in. Outsiders, with whom to lift a finger.
they rarely feel the need to interact, do not harbor the crafts- The cult might summon a mummy to fill a certain role
manship skills to create wondrous items, nor do they know or position in a better manner than any mortal. Serving
how to properly utilize them. The Su-Menent, much like the their cults, mummies might use their strength as an Olympic
Mesen-Nebu, do not see much point integrating in mortal athlete, run a multi-millionaire company with their social
society, but for a very different reason. They favor sorcerer prowess, or tip fortune's scales in the cult’s favor through
cultists, enjoying their hubristic footfalls into necromancy. careful application of their Affinities.
The Su-Menent do not feel superiority toward any creature
(except perhaps their fellow Arisen), for they know only the SHARED IMMORTALITY
Judges determine who are higher and lesser beings. Several
factors lead to their common isolation from mundane mortals.
AND THE LIFELESS
In a world, especially modern Western civilization, where Deathless are not alone in their immortality. Vampires
death and the rituals surrounding it are a great taboo, their take centuries to gain close to the power of a newly awakened
practices of guiding and controlling death are not always mummy, but they have greater numbers, and integrate more
viewed with acceptance. into society. Ruling entire cities, they stand at the back of
world leaders, pulling strings with the flick of a wrist. They,
Most Deathless do not enjoy speaking of their demise,
too, need a constant source of sustenance to keep death at bay,
although they have all, at some point, been through Duat.
but blood is easier to get than vessels of Sekhem. Yet, in the
Members of the Su-Menent come off as emotionally incapa-
world of the Arisen, vampires are lesser immortals; some even
ble or cold, often not working well in conversations or social
call them false immortals. With no divine cause, vampires
interactions. Additionally, their dogmatism is seen as archaic
have not gone through the depths of Duat. Overbred rats left
and ignorant in certain societies, especially ones where athe-
to their own demise after the disappearance of their creator.
ism is a dominating factor. The issue for the Priests is not
Some dedicate their Descent hunting vampires, taking what
their unwillingness to interact, but their incapability to do so.
was theirs, or outright destroying their falsehood of existence.
However, the lack of interaction provides them with surplus
Aware that a handful of vampire elders own relics with great
time to perfect their bonds with the Judges, and they are often
sources of Sekhem, the Deathless intend to take them back.
the Deathless other mummies seek if they wish to connect
For some, a vampire is a powerful cultist, though a vampire’s
with their spirituality or understand the journey through Duat.
self-interest requires reciprocity in the relationship.
Therefore, even though they might not seek to be an active
part of it, the Su-Menent hold a significant role in Deathless Other immortals, like Blood Bathers, created by sacrile-
society, irreplaceable to many of their peers. gious blood rituals are dangerous and false in the eyes of the

76 Chapter Two: Life When Deathless


Judges. Some see benefits to manipulating a newly-awakened WHEN I AWOKE
mummy naive to its own power. Meanwhile, the benefit to
possessing an immortal cultist almost outweighs their selfish My name is something I don’t recall. I wanted to start by at
hungers. Continuity of service appeals to many an Arisen, if least introducing myself, but I don’t know who I am. I know my
they find they can trust the immortal in question. kind are unlike any other creature in this existence, and I am
told I wield powers matched by few. I do remember the feelings I
Creatures eerily like themselves — the Lifeless — pose
experienced when waking up; such a familiar feeling of starting
the greatest threat to the Deathless. Anguished and wrath-
anew, or at least becoming someone else. Yet the time I last en-
ful, these past sacrificial lambs seek to destroy the Deathless.
countered this sensation is still beyond me. There are others like
They feed on them, consuming their Sekhem. The Deathless
me, who have been through Duat, who the Judges have tested.
know the Lifeless are a constant threat, and they always have
For now, my dominant feeling is loneliness. Yesterday, a group
to be aware of their presence. While most only reciprocate
picked me up and told me they meant no harm and wanted to
action against them, others actively hunt and destroy them. If
show me the world. Not knowing where else to go, I soon found
awakened due to the Sothic Turn without any other goal, the
out they have all been through the same as me. They too started
Judges might dedicate a Descent to hunting down the Lifeless.
by not knowing what they were. Some are newly awakened,
When the Lifeless affect a mummy's cult or important relics,
like me, while others vividly recall other lifetimes, and even their
they may decide to hunt them on their own terms.
days as a living, breathing being. I must admit my envy for them
MEMORY is great, and I seek nothing more than knowing who I was and,
thus, who I am now.
Memory is invaluable to every living thing, as well as
Days and nights consist of confusion. I am learning how to
immortal. Without the ability to learn and adapt from ex-
do things I feel I should already know. I copy what I see. My
perience, a creature cannot flourish. Upon awakening, a
allocated mentors teach me other aspects and skills: using correct
Deathless has little-to-no recollection of her previous Descent,
terms at the correct time, gathering a cult following (which it
her life as a mortal, or her interment. The only occurrence
seems is important), and even telling compelling jokes. They
standing clear in her mind is her meeting with the Judges in
tell me the cornerstone to developing relationships is making
Duat. This is what keeps her grounded and what keeps her
others laugh or acting “with charm and confidence”. Valuable
mind set on the task at hand. She knows what she is and
relationships are important to survive. The guild, or as they call
what she must do. She feels the Sekhem pulsating through
themselves, the Maa-Kep, are most helpful, but their assistance
her body, centering on her decree's Pillar. She must regain
is not free, and to avoid becoming indebted, I must comprehend
these lost memories to maintain her sanity, regain control of
their hierarchical structure. I do not believe I am Maa-Kep, and
her existence, and interact with both mortals and the world.
so must question whether they are using me. I am sure some
A mummy remembering being human and caring has a much
members think I’m in the way, which, most of the time, is proba-
easier time of the world.
bly true. I am determined to show them my worth.
Helping the Arisen figure out what and who they once
were at any point in history is part of the guilds' function. Most frustrating is this constant pull, baiting me away from
They dig into historical documents, codes, hieroglyphs, and my newly-found confidantes. I haven’t told any of the mummies
tattoos — whatever links to the awoken mummy. They host around me yet. Yet I need to do so soon, as every day I don’t
frequent meetings with other Arisen, encouraging pilgrimages follow this instinct, I grow weaker. Perhaps this pull is the purpose
of self-discovery seeking what time has swept away, even with of my awakening. Perhaps this is where the Judges want me to go.
mummies existing across simultaneous timelines. Not the lost,
but the gradual awareness of what one once was is the true AS I DESCEND
curse of Memory. Realization of what was once hers and she Time has passed since I last wrote anything down. I’ve been
can never again reclaim is a mummy's true pain. For some, busy. Busy learning who I am, what I want to be, and who I
the lack of humane thought causes reactions of violence and was. Immortality has, so far, not been easy. My first encoun-
destruction upon awakening. Regaining Memory helps control ter with what I can only describe as a sprouting memory was
their animalistic urges and restore some form of humanity. rediscovering the difference between wrong and right, or bad
Yet it never removes the monstrous acts they’ve already and good. Ethics. Such simple concepts. It comes natural to
committed. Sins stick to their minds as a constant reminder most; even small children have a sense of what they should and
of what they truly are. shouldn’t do. For a long time, I didn’t. A couple of months ago,
walking down the streets in uptown Manhattan, a human took
the life of an elderly of his kind. The death was faster than I

Awakenings and Descents 77


expected, but in a matter of seconds the deep wound in his chest Recently, I was fortunate enough to meet one of the individuals
made his heart stop. Here, I truly felt this was wrong. It wasn’t that lay across my slab all those years ago. His recollection of me
through intensive teaching that I knew something wasn’t right — is unpleasant. It seems I was too engulfed with work to even care
no, I knew this was wrong. I felt this was wrong. A sick feeling for friends or family. I didn’t have a lover, nor did I reproduce.
built up inside of me as I struggled to help the human, but to At least, that’s what I gleaned from this so-called “Shuankhsen.”
no avail. While I wish that the elderly mortal had survived, this
Disappointed at what I found out, I decided not to use more
experience was the first spark to my human past. At once, I re-
time understanding my past. It brought nothing but sorrow and
membered seeing something similar. Or rather, I recall wielding
regret. Some use their entire Descent searching for every detail
the knife and taking lives in a previous existence.
in their previous life, but not me. What I have learned, and on
A quite remarkable and most important discovery I have several occasions used, is control of my new-found powers, and
made is that certain items from my previous lives affect me. how gain status within my guild. My cult now consists of eight
Items from the old empire, Irem, especially help me regain my members, and they have taught me much about the 21st century
lost memory. For example, medical items, such as a surgical tool and its many colors. I have been able to return the favor on
for circumcision immediately prompted flashbacks of blooded many occasions, so our relationship is valuable in both ends.
fabric, flasks of alcohol, and deep concentration. Some prosthet-
Setting out to complete the purpose for which the Judges
ics, like artificial eyeballs and toes, also gave me recollections,
awakened me, I settled in Damascus. I research these ancient
such as properly attaching them and even how to create them
objects to the fullest. I want to know how mortals used this
from materials like bone and wood. I have begun research into
tool, and in turn how the Deathless can use it. The Sekhem this
these specific items and hope to soon find the nature of my
object holds is undeniable. Alas, it puts me and it at risk of other
profession. This will undoubtedly help me understand how I
creatures’ dangerous interests. I have encountered even more
lived my life as a mortal. Perhaps I was famous! Maybe I had a
Lifeless entities; beings like us but harboring no humanity, no
spouse or children. This fills me with excitement.
thoughts, and no morals. They hunt us to destroy us.
Remember that pull I wrote about? It has not disappeared.
For now, I can say the memories of life control and negate
I am told this is my calling, my purpose. I find the thought of
the carelessness an immortal life may provoke. I intend not to
someone deciding why I exist and what I should use my Descent
make nihilism and nothingness the base of my existence. Nothing
for unappealing. I would much rather use time rediscovering
shall control me. Not Sekhem, not Memory, not cults, nor Judg-
who I am. Regardless, I find myself on a train as I write this.
es — not in this life nor others to come.
I’ve grown aware I need to retrieve a certain item, a relic, which
holds incredible amounts of Sekhem within it. The Maa-Kep, of
course, did not oppose the idea owning of such an object. Yet as THE GAIN AND LOSS
I prepared to leave for my journey, I still did not feel prepared Memory is not a gift bestowed upon every Deathless, nor
to act unsupervised. Accompanying me on this journey are the indeed something always pursued. Most are lucky enough to
humble beginnings of my own cult. For now, they are only two, awaken with purpose. A cult or a guild guides them in the right
but they teach me about their world, which still seems utterly direction and helps them regain lost thoughts and identity.
alien to me at times. These mummies, with a taste of their former selves, strive to
find more. They also understand the value in societal partici-
WHAT I BECAME pation and why humanity is important. The Deathless waking
in isolation, or without any mortal guidance, more often sees
I have learned through my fifth year awake on this turn as a
the world as dangerous or useless. Ethics do not matter, and
Deathless, an immortal, that you do not only look back in time
humans are in the way of the goal set upon them by the Judges.
to gather Memory. Yes, your background, achievements and
learning is a developmental must. As important, however, is There are several different ways to gain Memory. Some dis-
what you do with what you have here and now, because it will cover their former selves through coincidences. Touching an item
turn into new Memory. The world is not only the things that once important to them, or speaking with a person resembling
were, but the things that are and will be. someone they have met before. This may be anything from a tool
reminding them of their occupation, an event so like something
I know now my mortal name. I was an embalmer of the they have before experienced, or a person acting almost exactly
Su-Menent, taking care of the honored part of the burial tradi- like someone from a previous awakening. This makes mummies
tions. By today’s understanding, I was akin to a doctor, although frequent visitors in museums and collections of ancient relics.
I didn’t administer much treatment. During ritualistic endeavors, Landmark events can also gain Memory, awakening something
I took care of the things priests at the ritual didn’t want to touch. deep within the mummy; for example, a tragedy, a birth, or a

78 Chapter Two: Life When Deathless


death. Something reminding her of the true meaning of hu- — constant companions to the Arisen — experience eternity
manity, and the strong emotions connected with these events. in this progressive manner, living sequential awakenings.
Even after years gathering a vast knowledge of their past, The Deathless is, however, as likely to awaken immediately
mummies run the risk of losing what they have. Dedicating before the Second World War with memories of the early 21st
their Sekhem to servitude over self-development and exam- century. Her memories are confusing. She recalls the world
ination can make this happen. This seems counter-intuitive after the war, the state of nations and world politics from when
to many mummies. Yet, cynical Arisen correctly assume the she active. But what can she do with such information? Does
Judges want unquestioning demigods for servants, not reflect- her memory of events mean they must come to pass? Is the
ing Deathless. Deathless also run the risk of losing Memory if future state of the world inevitable, or is it but one potential
attacked and fed upon by a Lifeless. Some feed on an Arisen’s future that she has the power to change? Does her presence
thoughts. Depending on the severity of the attack, experiences in this timeline cement the outcome she remembers, or render
range from light confusion to large periods of amnesia, where events malleable? Even the most learned Arisen committed
they cannot recall what they have done. Some skilled Lifeless to the task can’t provide a definitive answer.
can even leave the mummy unaware of their attacker, getting The main obstacles to this understanding lie in the un-
away with countless assaults. certain nature of the Arisen’s reincarnation cycle, the unre-
liability of memory, and the fact that mummies experience
LIVING TIMELESSNESS the present much like everyone else. Though mummies rise
in many points of time, they don’t experience it as a totality.
M ummies are unique. The Deathless are never-ending
travelers moving alongside other Endless creatures,
untouched by the ravages of old age. Creatures fighting off the
Only in Duat’s timeless sands do they have the chance to
understand the whole. Yet, the price for departing that place
always includes sacrificing the knowledge learned.
inevitable growing boredom of their ever-stretching existences
by filling it with whatever new experiences they can. The Like most other creatures, the Deathless move second by
Arisen are transitory; living in the moment alongside mortals second through each day, living from moment to moment.
also aware of the inevitability of the coming darkness, when When awakening from her death-like sleep, a mummy has
the light dims and their experiences end. The ever-dwindling only so many days to accomplish her goals before returning
but always replenishing lives of mummies make them stand to the grave. She can carefully tend her resources, preserve
alone from their peers. The Arisen is always apart from any her strength for important issues, and take steps to improve
but themselves, their experiences forever different to everyone her longevity, but ultimately it all comes to an end. In this,
around them except the other Deathless. The Rite of Return mummies are much like everything else.
guaranteed this.
NEVER ENDING, ALWAYS DYING
IMMORTAL YET TRANSITORY The Descent’s similarity to the span of a life separates
mummies from other immortal beings as much as the uncer-
The Arisen’s experience is a mystery to most other beings.
tainty of when they’ll rise. The failure of memory inherent in
Even mummies don’t understand the nuances of their own
the Arisen’s cycle also sets them apart. While mummies are
condition, or why they live the way they do. The Deathless
Timeless, other immortals are better described as Endless.
experience their lives in segments; other creatures find fa-
Most Endless are world-weary travelers, their long days
miliarity in this. The mummy rises, lives day by day, interacts
stretching into eternal nights, marching ever toward whatever
with others, one day succumbs to the darkness of the grave
fate eventually befalls them. The ennui of expired experience
and falls silent. Understandable and similar enough to the
accumulates as everything seems the same no matter how
mortal condition; where the Deathless differ is the order in
much it changes. Fantastic new technologies or horizons
which these segments occur.
offer some glimmer of novelty before promptly fading into
The changes since the 14th century may confuse a mummy the background noise of familiarity and boredom. Often these
awakening in the 20th century between the World Wars. apparently novel experiences exciting prattling mortals are just
Technology has advanced, society and mannerisms are wildly something old in slightly new packaging. Immortals quickly
different. The entire world is still recovering from warfare see beneath the paper-thin veneer and their sparse enthusiasm
impossible when she was last awake. Immortals find this easy once again fades to disappointment and bitterness.
to understand. Vampires, amongst other undying creatures,
Unlike these endlessly bored creatures, Memory’s curse
often have a similar ‘life’ cycle, consisting of patches of activ-
keeps the Deathless from fading to such bland despair. For
ity separated by stretches of unaware inactivity. The Sadikh
the Arisen, each awakening is a rebirth, a blank slate. They

Living Timelessness 79
rediscover the world and take wonder at the things within. In this moral and emotional uncertainty an Arisen’s life
Only as Sekhem fades and Memory returns do they begin to can be like a waking dream, moving from scene to scene with-
understand and discern the known from the new. Familiar out apparent rhyme or reason; cutting from one experience
faces, old friends, ancient enemies and more are all new to and period to another without logical transition or causality.
a mummy each time she returns from her tormented sleep. After the fog of ages passes, the mummy faces each period
Each Descent is a chance to refresh and begin anew, to take with memories of a future that may or may not ever occur,
joy in life’s pleasures and despair in its sorrows. For a brief interspersed with a past that did happen but may not have
time, each mummy has a moment to take pleasure in their led to this point.
existence before the crushing weight of Judges’ expectations
and the needs of Sekhem again fall upon them. TAKING CONTROL
Though the realities of the Descent and the demands of
ETERNALLY TOGETHER, the Judges means that Arisen’s lives are never fully their own,
FOREVER APART this doesn’t totally cast them in the role of eternal slaves.
Fractured Memory forces the Deathless to carry a burden No other creature has the same experience with time as the
their immortal peers are unlikely to ever know. Each time, the Deathless. No other creature lives cast adrift on twisting,
mummy must reforge anew from incomplete information the swirling currents in the temporal ocean. No other creature’s
bonds of family, friendship, and the guild. Mummies must decide life is in such rigid order while everything else is out of order.
how to incorporate remembered information and deal with the The Rite of Return accomplished its goal. but whether the
complicated emotions accompanying the recollections. Two Shan’iatu understood the side effects it would inflict upon the
Deathless might rise together, forge a bond of companionship world and the Deathless may never be known. Timelessness,
and shared goals, only to later discover they have been immortal paradoxically, gives the Arisen an awareness of time’s flow.
enemies for most of their existences. Do they leave their past They know the inevitability of slowly draining Sekhem across
behind in the hope of forging newer, better memories, or do a Descent, when they have awoken in a place that moves
they return to old habits despite the positive emotions they’ve faster or slower than usual, casting a course adrift from the
since constructed? And even if they choose to forget and for- rest of history, or whirling back to itself. Always being apart
give, can they continue to trust as more information returns to from the flow of events around them, mummies draw upon
them? This also supposes that Memory returns to mummies at the inviolate certainty of their existence to impose their own
the same rate, which isn’t a fair assumption. More often, one time upon these wayward flows, to take greater control, and
mummy sooner sours toward a newfound relationship than the gain from doing so. Working to identify the anchors drawing
other as bleak recollections return quicker. the alternative flows away from the weight of history, they
The unpredictability of when mummies rise also impacts may counter or encourage them along their path.
relationships between the Deathless. The path each mummy The Arisen do not know if the intention was to have this
takes through existence is hers alone. Even Arisen within aspect of their existence fall on the children of Irem and for
a meret with many shared times and experiences suffer the them to pursue it. If the Judges have an opinion, they hav-
challenges of different Descents. A group of Deathless may en’t deigned to make it known. Perhaps it is the universe's
awaken and work together in 1936 and then again in 2020, price against the world breakers, forcing their servants to fix
but this doesn’t mean they all arrived by the same path. One the damage. See Storytelling Timelessness (p. 327) for more
mummy remembers no interim between the two Descents, information on the relationship between mummies and time.
whereas for another the meret met in the 12th century in the
interim, a third recalls them together in the dying years of the
21st century, and the fourth member has experienced so many
THE SHEPHERD AND
shared Descents between the two periods that 1936 is a barely
remembered glimmer far in her past. Even among such a group
THE FLOCK
with considerable trust in their shared bonds, what does one of
them remember that the others don’t? What if those memories A mummy is a living monument to Irem: built to withstand
the test of time, but not built to stand alone. Even with
vast miracles at her command, the loss of Memory when she
include the betrayal of the meret? Can an individual change
what is to come, or will her actions lead to the outcome she rises can render a mummy unable to speak the local language,
fears? And how fair is it to hold an individual accountable for or recognize that the vast metroplex surrounding her tomb was
slights and crimes she has no memory of doing, that are possibly once the small hamlet in which she fell to repose. Every mon-
from an age she won’t reach until much later in her existence? ument needs caretakers, and a mummy’s servants may range
from a multinational corporation’s CEO to the ex-convict

80 Chapter Two: Life When Deathless


THE CORE OF A CULT
Sociologically speaking, cults are groups defined by unusual
religious or spiritual beliefs, holding a deviant view of the
Loyalty and Sybaris world compared to mainstream society. The word is used as
For all faithful to the cult's doctrine, possessing the an insult, but many religions started as small cults of believ-
Scorpion Cult Initiation Merit grants immunity to ers. It’s ironic that the last vestiges of a mighty imperial state
Sybaris. It should be simple to tell whose heart religion are only found whispered in small groups. Serving the
does not beat in time to the voice of the Judges. The Judges and the extant remnants of Iremite culture, mummy
Shan’iatu saw the way of things, though: humans cults exist as an alternate, ancient social structure underlying
are ever fickle. Long shadows cast by faulty mem- the common bureaucracy and social stratification of modern
ories shift and obscure the recollection of truth. civilization. If you need something, the cult will help you, but
Mortal and immortal alike cite precedent and ex- only if you help in return, even when called to do something
perience to justify oath-breaking. They twist their extreme or miraculous.
vows into tortuous forms to avoid their promise.
For this, Memory is precious to mummies; cultists, The world is riddled with such cults. Some serve esoteric
however, rarely lose their recollections. Even the powers, others are different fingers of a single hand that
most wayward cultist is still considered faithful if grasps the entire globe, but all promise power in exchange
they convince themselves they’re not really trans- for a measure of service. The cults of mummies have a shared
gressing the Arisen’s sacred commandments, or heritage: the Iremic language, service to the particular Arisen,
are doing so for the cult's greater good. An angry and knowledge of the ancient gods of Irem.
mummy may well disagree.
Worth considering is that devotion to any mummy ETERNAL LEGEND
confers immunity to Sybaris. Taking the Initiation Encoded into the Rite of Return is the nature of mummy
Merit beyond the second dot in another mummy’s
power, expressed through cults. A mummy’s cult reduced to
cult — be it another Arisen or even the Shuankhsen
— confers the requisite clarity of mind. Treat your scattered members, bloodied robes, and completely destroyed
servants well, lest your rivals tempt them into be- temples, reconstitutes itself. If not through the mummy’s
traying you. own efforts, Fate and the vagaries of coincidence do so. Even
trapped in henet without a valid body in which to begin the
Descent, the Arisen’s cult continues worshiping and, con-
sciously or not, serving.
working in that corporation’s mail room. Ideally both and Designing a cult requires at least three things. First, a
everyone in-between to ensure the mummy’s will can reach purpose: the defining reason the cult exists. Usually it’s tied in
every level of society. Like any monument, the mummy draws with the Judge and Arisen the cult serves. Second, the physical
onlookers, and eventually followers. The need for communal relic that grounds members’ faith: this is often the same as the
work was ingrained within the Arisen psyche from their first Arisen’s Lifeweb-grounding relic, but may be the mummy’s
lives when shuffling into guilds. Any time an Arisen wakes, remains if nothing else serves. Last, a doctrine: every cult is
they seek out followers, people subservient to an immortal’s defined by its rules and traditions, and this typically conforms
will. In turn, Fate draws to the mummy those who would to the specific commandments of the mummy’s chosen Judge.
follow and beg favors from the immortal. Cultists of importance must take the Scorpion Cult
While she slumbers, a mummy’s cult works her will, tends Initiation Merit (see p. 114).
to her relics, and awakens her when there is a great need for
the Arisen's manifest might. They are rarely mere implements FOUNDATIONS
used at a whim. An undying monster is at the center of the
The foundations of an Iremite cult determine how the cult
cult, the top of the pyramid. However, any number of thinking
sees itself, how it operates, and the methods through which it
and feeling people support her, many of whom have their own
works. Cash, chores, and protective camouflage are all benefits
supernatural powers and reasons for being in the cult.
of belonging to a cult. Theirs structure, however, runs the
gamut between secret and completely public.

The Shepherd and the Flock 81


TRIBAL without endangering anything else. While tribal cults are
invariably open and interconnected, conspiracies are any-
The oldest cult models are tribal, and many — if not thing but. Nobody joins a conspiracy for religious meaning
most — still hew to this form. The Arisen determines the or spiritual growth.
cult’s doctrine, strictures, and the mechanisms for reward and
A conspiracy hides and obscures its true size from every-
punishment that will keep the cult intact during long years in
one save their leaders. Even they’re sectioned off; severed,
henet. Hierarchal and authoritarian, tribal cults present the
forgotten, or destroyed at a moment’s notice. A conspiratorial
Arisen as an object of worship and veneration, a servant of
cult has a decentralized and diffuse power structure. Often,
higher knowledge and the secret laws of the Judges.
the hierophant delivers the mummy's instructions, consulting
Many tribal cults exist as long-term family structures. with bosses and underbosses. They in turn instruct a web of
They pass down the secrets of Arisen worship from parent associates. This leads to some difficulty keeping the cult to-
to child. Often, this gives rise to many families jockeying for gether and functioning during long periods of repose in henet.
power and favor from the mummy. This element prohibits A mummy spending a long time in slumber may find that her
close cooperation, but makes it easy for the Arisen to exploit conspiratorial cult has grown stranger and roamed far in her
and control. absence. While this type of cult gives the mummy scalpel-like
Cults with tribal foundations tend to be intimate and control over her servants and their duties, many find it an-
close-knit, but fundamentally draining. As a parallel societal noying to have to spend the first few days and weeks of their
structure, they use both legal and illicit methods of fulfilling Descent finding and reigning in their wayward followers. For
the mummy’s will. tribal and enterprise cults, the mummy just shows up to a
ceremony or board meeting and yells really loudly.
CONSPIRACY Cults founded on conspiracy tend to have extensive means
Conspiracy cults exist for power, run more like spy of getting things done in an illegal or quasi-legal fashion. The
agencies or criminal cartels. In the name of “deniability”, mummy, however, may find it extremely difficult to precisely
if one element becomes compromised, the priests sever it target their specific needs.

82 Chapter Two: Life When Deathless


ENTERPRISE BASE: THE MORTAL
The opposite of a criminal conspiracy is an open enter- Mortals join mummy cults for any number of reasons:
prise. Under a veneer of legitimacy — complete with tax money, power (both temporal and arcane), sex, or a genuine
documents, company picnics, and payroll — cultists may belief in the Judges or the Arisen. Mortals are the most pop-
not even realize they serve a mummy simply because it's not ulous cult members, or even the sole members in particularly
relevant. These companies most often work towards acquiring small cults or ones in rebirth.
Egyptian antiquities, propagating translated Iremite texts into Certain Merits may increase a mortal’s standing in a cult.
society, or acting as a front or shell company for one of the Exposure to relics, vessels, or Sekhem energies may provide a
mummy’s other cults. A philanthropic enterprise working justification for taking Supernatural Merits. Despite this, cult-
on issues of legal justice or bringing philosophical balance to ists at this level are still human, unless and until they actually
society doesn’t need the quasi-religious background of serving master the basics of sorcery or achieve immortality through
a bandaged monster. some other means. Most are bound into their mortal lives,
Cults founded on enterprise resemble the close-knit cadre and thus of more versatile use for the mummy. The cultist
of core cultists serving the mummy in tribal or conspiracy working airport security can wave through other cultists or the
structures. Since they operate as legal entities, they excel at mummy with no hesitation, while the graduate student can
working through legal means, but are typically prohibited from take a break from her dissertation to translate a particularly
illicit methods of getting things done (at least compared to interesting document written in the mummy’s own hand, but
criminal conspiracies or sectarian fanatics). in a language he’s forgotten.

THE LEVELS OF THE PYRAMID SECOND LEVEL: THE SORCEROUS


Power radiates downward from the watchful eye of the The servants of the guilds have ever been the backbone
mummy, even while closed in slumber. This power diffuses of scorpion cults. During the Nameless Empire, the Shan’iatu
among those sworn obeisance to the Arisen’s power and the showed their followers the controlled method of manipulating
Judges through them. The more powerful each follower, the Sekhem. Once a mortal learns these sorcerous rites, they
more the Arisen may invest within them. In turn, this grants become better able to channel a mummy’s soul. Besides this,
mummies greater power and facility with Guild Affinities, they bring considerable magical might to bear.
expressions of the immortal’s fivefold soul stemming from Sorcerer cultists are rarer than mortal ones — unsurprising,
being the focal point of many souls working in concert. This given the drive and talent necessary to master an Open Rite.
provides a measure of security. If the Arisen’s khat or current This dedication also comes at a cost to the cultist’s daily life.
sahu is destroyed, in an emergency a mummy may engage a When pursuing arcane secrets, they’re less able to provide
cultist in a battle for their soul, eventually consuming it and prosaic and temporal power to the cult. Taking a sorcerer
fully possessing the cultist’s body. into a cult displays a measure of trust. Sorcerers are capable
A pyramid’s levels define how powerful the members are of using the Arisen’s Pillars to power their Rites, fueling their
and how many Pillar points the mummy may invest. They magics with the entrusted elements of a mummy’s soul.
don’t reflect the actual hierarchy or rank of the members.
A mortal high priest may well oversee various immortals or THIRD LEVEL: THE SADIKH
order around the Sadikh. However, this frequently leads to The knowledgeable Arisen has many innate powers
friction and a measure of powerlessness on the part of the available to them. During the First Sothic Turn, many Arisen
mortal. This powerlessness often comes with a high measure discovered the hidden powers encoded within the Rite of
of personal loyalty to their Arisen patron. Supernatural Return. Utterances were among them, as was the Rite of
power flows towards the top of the pyramid, and cultists Investment, but none were more personal than the Rite of
with their own sorcery or source of immortality are more the Engraved Heart. With this, the mummy could enshrine
dangerous, harder to handle, and generally less loyal to the a loyalty freely given with its own semblance of immortality,
Arisen. Cultists at the higher levels are more likely to serve granting a favored and willing servant the ability to serve the
the mummy out of practicality or shared goals rather than mummy forever. Many Sadikh watched over their masters as
true and fervent belief. they slept in their first tombs, only stopping to lay down their
The presence of cultists having undergone the Rite of burdens after many more years of service.
Investment (see p. 204) of course empowers the cult in dif- Only the Sadikh may accompany their master in undeath,
ferent ways. and thus only the Sadikh may truly share in the Arisen’s power.

The Shepherd and the Flock 83


The Rite of the Engraved Heart (see p. 204) gifts the mummy motivations, and aren’t interested in playing second fiddle
with an eternally-loyal yet half-alive companion, immortal by for eternity.
virtue of obeisance to the Arisen rather than dependent on some Many of the immortals in Chapter Five aren’t enthused
mechanism of supping Sekhem outside the mummy’s purview. about this either, but they derive myriad benefits from the Rite
Consequently, the mummy’s dominance is not challenged at of Investment, of which Affinities and Utterances are but a
this level. The Sadikh derives greater benefits from the Rite of part. Eternals may find their place of power exists in the same
Investment than most cultists, and may manifest Soul Affinities. area as a mummy’s tomb. Their power ultimately derives from
The Sadikh tends to occupy a subservient or secondary Sekhem and thus can be contained and utilized. The other
position outside a cult’s hierarchy. While both ultimately serve protagonists of the Chronicles of Darkness have weirder
the Arisen, the Sadikh rarely obeys cultists unless by doing so and more esoteric sources of supernatural might. The Rite of
they see the immediate benefit to the Arisen. Their loyalty Investment and the spiritual burden of holding a piece of an
is to the Arisen and the Arisen alone, and this blind loyalty immortal’s soul weighs on them in unexpected and sometimes
often renders them incapable of recognizing the nuance of volatile ways. They don’t always result in miracles. More often,
indirect benefit. they result in greater monsters.

PYRAMIDION: THE IMMORTAL THE RITE OF


Only the Rite of Return provides true forever, and even that
mighty magic came with a Curse. How much more insurmount- INVESTMENT
T
able then are the weaknesses of those lesser immortals? How he Arisen aren’t limited to simply performing tasks for
right and proper must it be for them to serve the truly eternal? cultists to empower the cult and ensure their loyalty. The
An immortal cultist isn’t reliant on the mummy for their bindings aren’t simply ones of loyalty and integrity, but mystic
power; they channel Sekhem in their own lesser, esoteric ways. in nature, should the mummy choose to reinforce them. The
Despite this, or perhaps because of it, an immortal cultist often Rite of Investment is encoded into the mummy’s soul, allowing
serves the Arisen out of some shared goal. Perhaps the Arisen them to apply spiritual mortar to the bricks of the soul.
keeps the relic to which the immortal is bound safely ensconced The actual mechanism is quite simple, even somewhat
in a Lifeweb. Perhaps the Arisen grants the immortal their innocuous. All that is required is that a being swear fealty,
choice of bodies chosen from mortal cultists. For the Deceived loyalty, and veneration to the Arisen, and truly mean it on
and the Shuankhsen, having immortals in their cults insulates some level. The Arisen lays a hand on the cultist and passes
those down the pyramid from the corrosive, destructive nature a portion of her soul into them, flowing along internal lines
of their power. The immortals work with the Lifeless because it of heka and exchange to invest the cultist. While this is all
suits their needs, but they’re also a more stable being of power that’s required, the procedure is very often accompanied by
to which the cultists worship and with which they interact. pomp and circumstance, with the Arisen descending down
Some in the Su-Menent theorize that tapping into other stone steps to address kneeling cultists.
sources of Sekhem, embodied by these immortals, is what The cultist is fully aware they’re carrying some portion of
enables the most powerful Guild Affinities and full expression their patron. They feel the weight of Pillars behind the heart,
of the Arisen soul. like a small thin core of burning stone leaning across the
Beings such as vampires are immortal, though. The ques- spine. It feels different according to the Pillar. Ka Pillars feel
tion will arise naturally: Can a vampire be a fourth level cultist, empowering, while Sheut Pillars feel oily and slick.
and thus a valid recipient of the Rite of Investment? Other There’s an insidious reason for the Rite of Investment, far
supernatural beings like abmortals are capable of extended beyond the benefits of empowering one’s cult. As the Arisen
lifespans, or even prolonging their natural deaths indefinitely. diffuses her power among the cult, she finds her personal stores
What about them? of Pillars refilling, and her awareness of the cult and their
The short answer is yes, with a caveat. The various im- condition grows, until they’re an extension of the mummy
mortal or long-lived protagonists and antagonists of the major herself. Should the mummy’s sahu be destroyed, she may treat
game lines in the Chronicles of Darkness tend to serve many a cultist with a Pillar as an active means of reincarnation —
different agendas, most of which don’t align with those of the by claiming their body. Such an event pits the Arisen’s soul
Arisen — at least, not beyond some highly transient objective. against the cultist’s, but the Arisen has been through Duat,
Even those who might have some connection to mummies and their mettle has been tested. The vast majority of cultists
through myth and aesthetics alone — Hollow Mekhet, or cannot withstand the might of an immortal soul, and are
Osirian Prometheans — typically have their own elders or subsumed utterly.

84 Chapter Two: Life When Deathless


The experience of consuming their cultist changes the
mummy, not simply in the ephemeral sense of carrying the
RECOVERY AND SACRIFICE
guilt of destroying a willing servant’s soul. The memories of An Arisen can’t quite shake the imperative to discover and
the mortal color those of the immortal’s, melding their per- reacquire vessels. Once she’s aware of a relic’s existence, she
sonalities in a blend heavily weighted towards the mummy but might be able to put off its pursuit awhile as she ties up other
still representing a fundamental change to their core princi- business. Still, the desire to add it to her collection persists
ples. The cultist’s memories filter into the mummy’s, and are like an itch between her shoulder blades. Relics and vessels
subsumed into the greater Memory of the immortal, though — and the Sekhem contained within — belong to the Judges.
they’re more easily accessible within the short term. At low Delivering prizes back to Duat at the end of her Descent is
levels of Memory, the mortal’s fresh and powerful memories proof of a job well done; a sacred duty and point of pride.
may overwhelm the mummy’s ancient memories. Sometimes Sometimes a mummy fulfills the purpose for her awaken-
a mummy may believe they are the claimed cultist for a po- ing before her Descent ends. If free of obligations, an Arisen
tentially long period of time, only to revise and integrate this often searches for relics and vessels with the time she has left.
identity as Memory rises. Seizing the opportunity to fill in gaps in her Memory, she seeks
The Rite of Investment’s system is detailed on p. 204. artifacts from lost Irem, or vestiges imbued with pieces of other
lives she’s lived. The hunt for such vessels is a hunt for the self.
RELICS AND VESTIGES On occasion, the desire to seek out a vessel becomes an
all-encompassing need. Most often, when an intruder steals
a relic from the mummy’s tomb, awakening him from his
Senet game deathly sleep, the mummy’s only purpose is retrieving the
Period: date unknown (estimated pre-3300 item. Nothing distracts him from recovering the stolen relic,
BCE)
and he cares little about anything or anyone destroyed in
Materials: faience, ivory, and
knucklebone the process. Other times, he’s racing to keep the relic out of
Any writing carved into the box’s sides enemy hands: a Shuankhsen who would defile and destroy it,
has worn away, but it appears to well- an Endless who would use it for crude, lesser rituals. At such
used, as several game pieces are made of times, he’s more in control, able to plan, set traps, and wait
different materials than the rest. Likely for his enemy to spring them.
replacements for tokens the game’s owner
damaged or lost. No prohibitions exist preventing one Arisen from raiding
another’s tomb. There’s no “right” way to utilize a vessel (aside
from sacrificing it to the Judges). A mummy who believes his
The Sekhem stored within relics and vestiges draw the peers are misusing or wasting a relic’s potential may decide to
Arisen toward them, pulling at their own Sekhem. The recover it for himself. Others want control of artifacts they’re
precious mystical resource pools inside, reflecting the life convinced belonged to them in Irem, or were theirs during
force all around it. Relics, crafted by the great sorcerers and prior Descents. Stealing from another Arisen is a dangerous
smiths of Irem, refine Sekhem, distilling it into a perfected, undertaking. No mummy parts with their vessels willingly,
potent state. Vestiges are rougher, but no less valuable for the and waking one from her henet with the theft is as perilous
emotions and memories they hold. Both may become part of for an Arisen as it is for any mortal.
an Arisen’s Lifeweb, empowering the sacred geometry of her
Some disputes over who can claim a vessel span millennia.
tomb and assisting her high priests in the Call.
A Maa-Kep and a Tef-Aabhi vie for ownership of a cylinder
The items are also tangible memories of a world long lost, seal from Irem. It resonates with both, but neither is willing to
proof that a mummy’s hazy recollections of Irem are real and true. cede it to the other. Their cults clash for generations, stealing
Sometimes vessels spark those Memories, unlocking a piece of the the seal or planning heists to steal it back.
puzzle of an Arisen’s Descent. They show her who she was, for good
The raw power contained in a relic or vestige bends the
and ill. They may give her insight into her ancient enemies, or remind
world around it to reflect the Memory it contains. Arisen,
her of a betrayal a traitorous cultist hoped would stay forgotten.
due to the Sekhem in their own bodies, can to some degree
Draining Sekhem from relics and vestiges allows a mummy resist the curse that comes with unleashing a relic’s power.
to regain lost Pillars. Likewise, she can use them to imbue her A regular human, with no such innate resistance, is open to
followers with a fraction of her powers. both the temptation from wielding the vessel and the curse
laid upon them. Mummies try to intercept vessels before they
can wreak havoc on mortal lives. For those viewing themselves

Relics and Vestiges 85


as humanity’s protectors and guides, they fulfill their duty by Whether a mummy drained a relic to help him further his
keeping dangerous toys out of reach. Judge’s influence, or whether he did it to extend the length
of his Descent, the end result is the same. He risks his Judge’s
RETAINING VESSELS displeasure and a harsh punishment.

Amulet of a winged scarab DIGGING UP THE PAST


Period: Pre-dynastic
Materials: Serpentinite, bone HAUNTED?! Silver-plated comb, brush, and
On loan from a private collection. The handheld mirror from the 1920s.
amulet’s original owner claimed wearing This gorgeous set will add beauty and
the item close to her heart promoted a sophistication to anyone’s vanity table.
sense of happiness and well-being. Comb and brush are normal. Mirror
sometimes reflects a different person
than the one holding it.
Must buy the whole set, no exceptions.
Not all Arisen sacrifice the vessels they recover to the
Serious inquiries only, please.
Judges. A Maa-Kep holds on to a sheriff’s star worn by an
Old West lawman, filled with the passion for his duty and
the searing hatred for a particular gunfighter. The Sesha-
Hebsu pores over a scrap of parchment, certain the Iremite
symbols are written in her hand. She can almost smell the ink.
Another few weeks and she might remember the rest of the
passage. A Su-Menent keeps the ritual knife where she can
see it upon rising. It wasn’t hers, but its wielder understood
death and dying.
All vessels belong to the Judges. The Arisen know this
intrinsically, and are well aware of their duty to return them
to Duat. Still, they know that once sacrificed and the Sekhem
gone, all that remains is a mundane object. A museum or
private collector might buy an item of historical significance
— the hilt of a ceremonial blade, an ushabti from a royal tomb.
Vestiges with no monetary value — a flower pressed between
the pages of a wartime nurse’s journal, a mass-produced
wristwatch — are little more than trash. Who can blame the
mummy holding on to the feelings the vessel evokes for a
little longer, studying it until she’s sure she’s gleaned all the
memories that might be lurking therein?
Relics and vestiges making it back to an Arisen’s tomb
become part of its Lifeweb, enhancing and strengthening the
occult latticework. A strong Lifeweb makes sorcerous rituals
easier. The cultist performing it draws on the Sekhem-rich
energy flowing through the tomb. Keeping a substantial relic
collection carries risks as well: some bold souls dare to invade
Arisen tombs and steal the treasures within. The Endless need
them to give their gruesome longevity rites a boost. Sorcerer
cults would weaken the Arisen while increasing their own
power and influence. The Lifeless sees a chance to deprive
her enemy of Memory and increase a Pillar by draining the
Arisen’s hoard.
Delaying the sacrifice is a minor infraction compared to
claiming a relic’s Sekhem for oneself. The Judges rarely dis-
tinguish between an act of selfishness and one of desperation.

86 Chapter Two: Life When Deathless


Relics of lost Irem lie forgotten beneath the sands. The hurt. He buries the tablet where they’ll never find it, and lays
Endless keep vestiges under lock and key, in secret chambers a few traps of his own.
and passcoded safes. Sorcerers lay wards on vessels, setting The option to sacrifice the vessel to the Judges always re-
supernatural alarms clamoring if tripped. Most of the time, mains, but for some Arisen it’s a last resort. Perhaps he needs
vessels remain hidden until the Arisen’s kepher flares, placing the relic to fuel a ritual of his own, or the refined Sekhem
the item front and center in his consciousness. Once aware stored within will come in handy for investing his cultists
of it, his adversaries’ barriers can only keep the relic out of with Pillars. The artifact may hold memories she has yet to
his grasp for so long. unlock. It could be one piece of a larger collection she’s spent
Sometimes, however, the Arisen stashed a relic or vestige centuries amassing, and damned if she’s going to break up the
away out of his opponent’s reach. The idea of a Blood Bather set before it’s complete. Sacrificing or draining the vessel’s
using a canopic jar for her gruesome rituals disgusts the Su- Sekhem is an irrevocable action. Why take such an extreme
Menent, so he seals it in a vault, behind several layers of action when time is your ally? Deny the relic to the immortal,
security measures. A sorcerer-cult hears whispers of a spell and she either finds another suitable container or dies because
carved into a clay tablet, but the Sesha-Hebsu knows they’ll she’s failed to complete the ritual sustaining her. Keep it from
use it for malicious purposes. When he traced his fingers over the sorcerer-cult and they might still find a way to cast the
it in his craft-house in Irem, the spells were to heal rather than spell, but the destruction isn’t on the Arisen’s conscience.

Relics and Vestiges 87


Arisen hiding vessels from other mummies present a
much more complicated problem. They know how others
THE SHUANKHSEN
of their kind detect relics via kepher, and the methods they The Shuankhsen remember.
use to acquire them. They don’t have to wonder how best The Arisen aren’t the only children of Irem still stalking
to shield their treasures from other Arisen — they already the Earth. Though many were slaves themselves, pressed into
know. Any mummy attempting to hide a vessel from other service by the Shan’iatu and forced to work, their deaths had
Deathless must first consider what obstacles would stymie a measure of dignity to them — an importance. Fear and pain
himself, his own meret, his cult, and his guildmates. He might have followed, but they came with meaning.
must also accept that it’s an unending endeavor — he may
The Shuankhsen met with no such honorable ends. They
spend Descent after Descent improving security measures
were slaves as well, in service not only to the Shan’iatu, but
that his adversaries, in turn, spend Descent after Descent
also to the craft-houses and legions. They were prisoners,
learning how to defeat.
thieves, captives taken from conquered nations, and workers
Lastly, some Arisen hide vessels from themselves. The loss not quite deemed worthy enough to learn the trades, but not
of Memory accompanying Descent is normally frustrating quite worthless enough to be killed and raised as corpses for
and painful for the Deathless, but on some occasions, it’s the necromancers’ needs.
a mercy. Every time she rises, the mummy must work to
The sorcerer-priests saw the Lifeless’ greatest value in
rebuild her image of who she is. Her Sadikh and cultists fill
their deaths. They were fodder, fuel, stepping stones on the
in some of the information, and the collection of relics in
path to the Rite of Return. When they died, no Judges waited
her Lifeweb offer deeper, more personal insights. Some of
in Duat to test their worth. Instead, Ammut the Devourer
those glimpses show the mummy in an unfavorable light. Few
consumed their souls.
mummies make it through their many lifetimes unscathed.
Survival requires sacrifice. Many Arisen make choices during Without the Shuankhsen’s sacrifice, the Arisen would
their Descents that cause pain — either to the Deathless have laid dead and cold in their tombs, never to awaken with
herself, or to someone she’s come to care about. In this case, the turning of Sothis’ Wheel.
forgetting is more balm than bane. Hiding relics and vestiges Most Arisen don’t remember, and those that do take
evoking shameful memories lets a mummy conceal her true this sacrifice for granted, their due as the heirs to Irem. Mass
past from her future self. murder was but the cost of doing business. The Shuankhsen
The Arisen creates what she considers to be the best were beneath the Arisen in Irem, and are beneath them now,
version of herself, selectively editing her own story by even though the empire is long dead.
excising this chapter. She might not recover the vestige The Shuankhsen harbor a burning resentment toward the
for centuries, but nothing remains locked away forever. Arisen, a grudge they’ve spent 6,000 years nursing. In Irem, the
Sometimes, the Arisen senses its kepher and tracks down Arisen were workers as well, closer to the Shuankhsen than
the lost piece. Reclaiming the memory might be devastating, the Shan’iatu, class-wise. Never for a moment did they con-
and call into question everything she thought she knew sider this, never standing as allies to the Shuankhsen, never
about herself. Other times, she’s not the one uncovering the speaking out in their defense. Together, might not the Arisen
vessel. Another Deathless may discover it and sacrifice it to and Shuankhsen have risen up against the sorcerer-priests?
his Judge, or a Shuankhsen could uncover it and drain it of Imagine if the blacksmiths had smuggled spell-enhanced
Sekhem, either way eliminating the threat forever. Worse, weapons to their brothers and sisters, if the spies had relied
one of her enemies may find it, and use what he learns as upon other household servants rather than reported on their
leverage over its original owner. misdeeds. Instead of quashing rebellion, those who would
become the Kher-Minu might have led it, and together they
ENEMIES ALL AROUND could have overthrown the Shan’iatu.
Yet, the way the Shuankhsen see it, the Arisen were con-
T he Rite of Return bestowed immense power and immor-
tality on the Arisen, gifts that other entities covet and
wish to exploit. Some of the mummies’ enemies are ambitious
tent to be the necromancers’ pets as long as it bought them
relative comfort. Today, they do their Judges’ bidding rather
than resist. They’ve learned nothing.
and long-lived. They hunt the Arisen to steal their Sekhem,
or glean the secrets of the Descent. Others were their con- Driven by their rage and Ammut’s hunger, the Lifeless
temporaries in Irem, travelling a parallel but different path hunt the Deathless. The rituals that created the Shuankhsen
down the millennia. left them inferior conduits for Sekhem. They covet Arisen
mastery over Utterances and Pillars, and tear the knowledge
Some are the very gods the Arisen worship.

88 Chapter Two: Life When Deathless


Irem, alluding to the Shan’iatu or their rituals, harms the
Shuankhsen and robs them of precious Sekhem. They’ve
already suffered enough for the Arisens’ comfort. They’ll chew
When the Mighty Fall out their own tongues before doing so again.
Fear of becoming one of the hated Shuankhsen
is very real for the Arisen. What happens when IMMORTALS
you’re lost to the shadow? When the things that The Arisen aren’t the only entities whose lives span
make you who you are fall away? When your centuries. However, with rare exceptions, others maintain
Judge relinquishes your soul and the Devourer their longevity through regular rites and rituals. To the
opens her maw? Deathless, this is evidence of flawed and inferior magic.
Conversely, the Lifeless have complicated feel- Only the Shan’iatu knew the secrets of the Rite of Return,
ings about Arisen becoming Shuankhsen. How and only the Arisen enjoy its benefits. They intend to keep
demoralizing, to be the subject of someone else’s it that way.
cautionary tale, to be the very thing their ancient
The Endless, as the Arisen have dubbed these imperfect
enemies fear they might become. Some are con-
temptuous of Arisen, once their oppressors, now immortals, covet the mummies’ power and seek to steal
slaves to the Devourer like themselves. Others their secrets. Others care less about how Arisen immortality
attempt to break the cycle of hatred, embracing works, and simply desire the Sekhem-rich items stored in
their new brothers and sisters. their vaults and accruing power in their tombs. Sekhem is,
after all, the very life-essence most Endless require to stay
young and hale.
Throughout the millennia, the Arisen have dealt most
from their enemies’ flesh, consuming it to make it part of with Blood Bathers, Body Thieves, and Eternals. Other
themselves. Shuankhsen likewise compete with the Arisen immortals crossing their paths (and running afoul of Arisen
for relics and vestiges and the Sekhem contained therein. cults) include the Reborn, the Purified, and the strange alien
Snatching a relic from the Arisen pursuing it serves a beings calling themselves the Visitors. Both the Deathless
secondary purpose for the Lifeless: destroying such an item and the Endless recognize the advantages they share, leading
denies the mummy a chance at reclaiming a lost memory. lives that span epochs. Some Endless dedicate their lives to
Perhaps the statue sat on her altar in lost Irem; maybe the creation. They help shape nations, build legacies, support
filigreed pendant belonged to a lover during his last Descent. the arts and sciences, and take a guiding hand to history.
Either way, the Shuankhsen puts the past — and the answers Nothing these lesser immortals build ever rivals the glorious
the Arisen seeks — that much farther out of reach. achievements of the Nameless Empire, but Arisen appreciate
those who try.
With each awakening, the Arisen must relearn which of
the people petitioning for their attention are allies and which Other immortals squander their years. They spend their
are their enemies. Shuankhsen use this to their advantage. accumulated wealth and power only on themselves, on their
They place their own followers in Arisen cults as spies and earthly and immediate pleasures. This infuriates the Arisen,
saboteurs. They take aim at the Deathless’ earthly assets: whose ambitions are secondary to their Judges’ desires, and
embezzling funds from a hundred-year-old corporation, killing whose legacies are never assured. If an Arisen strays too far
the last scions of a bloodline that’s led the cult since Egypt. from her path, seeing herself as a god among mortals, her
Judge is likely to not only tear her down, but also dismantle
Some Shuankhsen know exactly what things her enemy
everything she’s worked for as punishment. How can the
can’t resist, and leaves them as traps to draw her prey in close.
Endless be so wasteful? How can they take such freedom
So what if vengeance takes years? The Shuankhsen have the
for granted?
same millennia the Arisen do to enact their plans, only they
never forget where they left off. Most immortals have a linear life. They acclimate to
societal changes and technological leaps through existing
Knowing how precious memory is to the Arisen gives the
day to day. The Arisen often awaken to a world sharply
Shuankhsen some measure of satisfaction, though it’s a limited
changed; in only a decade between their Descents (a mere
pleasure. They might be tempted to lord their knowledge
eye-blink in their millennia-long spans), what was once an
of Irem over the Arisen, dangling it before their enemies
impossibility might be common now. Getting their bearings
but always denying it, were it not for the Silence Ammut
takes time. The ease with which the Endless navigate these
has imposed upon them. Acknowledging their creation in
changes only adds fuel to the Arisen’s fire.

Enemies All Around 89


SEKHEM AS A RESOURCE artifact, the destruction of which means their death. While
content to leave the Arisen alone, an Eternal fights like hell
While some Endless learn occult magic or gain arcane to protect her anchor should a mummy set their sights on
gifts, none can match an Arisen when it comes to sheer it. This isn’t always a physical confrontation. Many Eternals
supernatural power. Body Thieves are especially aware of amass considerable wealth over the centuries, which they can
this. Some devote considerable resources figuring out how turn toward destroying Arisen who threaten their existence.
to exploit or steal it. Just because no one on record’s ever
succeeded in swapping places with a mummy doesn’t mean
no one ever can, as far as those Body Thieves are concerned.
THE JUDGES
They but have to figure out the means, whatever that entails. Declaring oneself before her Judge was, for the Arisen, an
act of triumph. After all her trials in Duat, with her identity
Blood Bathers submerge themselves in the very essence
pared away and pared away again, she held up the last shred
of life to prolong their own. The body count Blood Bathers
of herself and said This is who I am — a moment of clarity,
rack up horrify even Arisen with hands bloodied for ven-
of defiance, of ultimate understanding. Her Judge’s hand
geance or at their Judge’s behest. Blood Bathers do not kill
clasped her shoulder in acceptance and approval. There
for a Judge’s righteous agenda, but for their own personal
it stays through all her Descents, a psychic weight guiding
gain. Disdain for the Blood Bathers’ methods doesn’t stop
her in the right direction. Maybe it was a comfort, once.
the Mesen-Nebu and Tef-Aabhi being curious about their
Sometimes it sits lightly on her psyche, and sometimes she
rites. A temptation some Bathers use to lure Arisen victims.
can barely sense it at all. But sometimes those fingers flex,
While an Arisen may be too powerful or well-protected talon-tipped, when she drifts too far off course. If she insists
for an immortal to reach, her cultists often make easier on continued defiance, her Judge’s hand yanks her violently
targets, especially those chosen as a mummy’s Sadikh. back on her path. The hand’s weight has grown oppressive,
Those imbued with a portion of their master’s power shine steering her away from Memory, dragging her down when
with Sekhem. Sadikh attract both Blood Bathers and Body she tries to build herself up.
Thieves’ interest as well. Following the destruction of the
At a visceral level, an Arisen understands what her
mummy’s body, these loyal servants volunteer their bodies
Judge desires of her, buts its greater plans are often opaque.
to their Arisen. Learning the secrets of the rite involved
Another mummy in service to the same Judge may carry out
would be valuable indeed.
plans that seem to contradict her counterpart’s schemes, or
RELICS AND VESTIGES oppose them entirely. Rarely does a Judge explain its rea-
soning, leaving the Arisen to work out the dispute between
The idea of Arisen sacrificing relics to the Judges in Duat them.
frustrates immortals. It’s a waste of precious Sekhem, handed Some mummies wonder if this is less the result of an in-
off to an absentee deity for a pat on the head. effable plan at work, and instead proof that they’re a source
Most Endless learn early the foolishness of breaking into a of amusement for the Judges. Humanity is their game board,
mummy’s tomb to steal the artifacts accompanying her repose. reenacting the history of lost Irem. The Judges imbue relics
Mentors pass stories on to their students of those who tried with Sekhem and move them about like pawns, requiring
and died. They’ve instead learned to be clever and patient, the Arisen to hunt them down. So what if a mummy gets
to befriend Arisen cultists, or infiltrate the inner circle to get harmed trying to return a vessel to Duat? She is placed back
access to a tomb. They have all the time in the world, after on the board soon enough.
all. They can wait until their target’s Descent nears its end, While sometimes the Arisen are little more than pieces in
when she’s vulnerable and her powers are on the wane, before the Judges’ cosmic game, the rulers of Duat take a keen and
springing a trap or staging a heist. active interest in the plans their servants set in motion. Many
Most of the time, recovering relics out in the world not Judges give their servants free rein during their Descents,
yet claimed by any Arisen is an easier task on which to focus. allowing them to pursue personal agendas as long as those
Better to risk a museum guard firing off some shots than a dovetail with their Judge’s ideology... and as long as the
mummy’s relentless, single-minded pursuit. Racing against an Arisen continues to sacrifice relics to Duat.
Arisen to recover a relic is far preferable to fleeing from one. Occasionally, the world runs afoul of a Judge’s plans. An
Some immortals keep tabs on an Arisen’s movements, piggy- Arisen may not know it until strange events occur in her
backing their innate ability to sense an artifact’s proximity. vicinity, warning that her Judge is keeping a baleful eye on
Among the immortals, the Eternals do their best to avoid the proceedings. Should she ignore the signs of an impend-
the Arisen entirely. Their immortality is bound to a single ing emanation, she risks the Judge taking a direct hand in

90 Chapter Two: Life When Deathless


matters, manifesting its avatar in the mortal world and laying but not without its risks. The Arisen isn’t only reinventing
waste to what she’s worked so hard to build. themselves, they’re turning their back on a cosmic power.
Carrying out a Judge’s will prevents Arisen from pursuing When a mummy finds themselves caught in a power struggle
her own goals. Even mummies whose Judges remain mostly between two Judges, they’re the one suffering for it.
aloof feel the call to serve. It delays discoveries about who Losing sight of their place in the hierarchy further angers
they were, in Irem or in past Descents. It forces them to an Arisen’s Judge. Judges allow — and often encourage —
choose between duty and Memory, and the price for defiance their subjects to create great works, as long as they do it in
is steep. Once in a while, an Arisen realizes their interests their Judges’ names. Arisen manage media empires, whisper
no longer align with that of their Judge. For a while, they into politicians’ ears, and design municipal spaces humming
may be able to hide it, continuing to dedicate deeds to their with sacred architecture. When a mummy proudly declares,
patron while quietly putting their own plans into motion. “I made this,” rather than dedicating it to her Judge in all its
How long can they sustain the façade? How much are they glory, she risks retribution. If she dares consider herself on
willing to risk to keep it going? Sometimes, another one of the same footing as the gods themselves, those same gods
Duat’s rulers seeks them out and makes an offer, if they’re readily show her how very small she is in their eyes.
willing to pledge allegiance to a new ideal. It’s tempting,

Enemies All Around 91


There is neither water nor air here, its depth is unfathomable, it is as dark as the
darkest night, and men wander about here helplessly.
– Book of the Dead

T he process of making a body ready for safe passage through


Duat was both art and science — an invocation of the
soul and character of the dead, and a meticulous procedure
It’s often a good idea to run through character generation as
a group with the Storyteller and other players in the chronicle.
This is a ‘session zero’, where you can bounce your character
of preservation for the flesh. This chapter guides you through ideas off each other, get guidance from the Storyteller on any
the steps to prepare your very own Arisen for the chronicle of particular themes that work well (or not) with the chronicle’s
ages, shaping their mind and form at each stage. Tear away the concept, and hammer out any ground rules about play style and
embalming shroud of mummification and see who lies beneath social contract. The resulting characters will probably have a
— the herald of Duat that you’ll play as in Mummy: The Curse. much more cohesive feel, providing a stronger play experience.

RETURNING FROM STEP ONE: CONCEPT


DEATH Coming up with a core character concept is the first
step: a short description, a sentence or a phrase best describ-

T he character you play in Mummy is one of the Deathless, a


servant of lost Irem waking from the sleep of ages through
the power of the Rite of Return. This profane act of sorcery
ing the spark of inspiration behind the character. Is she a
vengeful guardian, lashing out at those stumbling upon her
tomb because she’s lost any greater vision or purpose for her
imbues your character as one of the Deathless Arisen — an existence? Is he a defiant heretic, secretly holding on to every
immortal being serving the alien Judges of Duat and facing grain of his Memory and working against the Judges? Perhaps
the constant erosion of her memories. they’re a nostalgic judge looking upon the modern workings
In this tragedy of the ages, who is your Arisen? This section of humanity as a pale imitation of Irem’s majesty and finding
guides you through the process of creating a Deathless character it all rather lacking? Or perhaps they are a mocking sensate
to play through a Mummy chronicle, walking you along each deciding the cosmic laws are all one massive joke and rather
step of the way as you peel back the bandages from your Arisen spending eternity enjoying every experience that unfolding
and discover her nature. Every Arisen has the potential to be a history has to offer?
walking engine of sorcerous destruction, a majestic harbinger of This short utterance is a jumping-off point to develop the
the will of ancient gods, or a legend whose very name terrifies her character further. You might draw on your Arisen’s decree or
foes. However, in the process of creating your character, think guild as a source of inspiration; you might look at characters from
about who she is beneath all the trappings of her eldritch slavery. classic media; or you may find what you’re seeking in concepts
Each Arisen was human once. To what scraps of this former of Memory, loss, and time. Wherever you begin, think through
humanity does she still cling, to resist the scouring sands of time? how the character might express this concept in action. Think

Returning From Death 93


about situations such as how she might react upon discovering key areas in which your character is strong or weak, and they
a thief has taken a relic from her tomb; upon learning that a come in three categories: Mental, Physical, and Social. The
fellow mummy in her meret is under threat; upon encountering Mental Attributes are Intelligence, Wits, and Resolve; the
a human in distress that she could help — but at a cost to herself; Physical Attributes are Strength, Dexterity, and Stamina;
and upon discovering an opportunity to learn something more of and the Social Attributes are Presence, Manipulation, and
her own lost memories, but through disobedience to her Judge. Composure. Chapter Four, starting on p. 167, explores these
Mummies are unusual because they do not immediately traits in more detail.
recall anything of their former experience as a mortal human. Your character begins with one free dot in each of these
Your character may masquerade as a figure in human society Attributes. You now prioritize the three categories, ranking
today, albeit having to work around the call of Duat beckoning them as primary, secondary, and tertiary in accordance with
her back to Deathless sleep, but she is fundamentally not a how important you think they are as part of the character
mortal any more. Her concerns involve greater powers. Some concept. You have five additional dots to distribute among
of your choices in character generation may hint at the life Attributes in the primary category, four additional dots for
she had before — particular Skills she possesses or her choice the secondary category, and three for the tertiary category.
of guild, for example. However, you may wish to leave the You cannot raise your character’s dots above five in any
truth of her origins entirely up to the Storyteller, revealed one Attribute at this stage. Two dots is the human average;
should she ever reach greater heights of Memory and unveil having just one dot is a weakness, an area where your Arisen
fragments of the past. However, your Arisen is still a person, struggles. Three and above represents a particular strength.
not a mindless automaton. She has drives, urges, and man-
nerisms rooted in her past and a foundation to her identity.
Think about elements of her personality and behavior that
STEP THREE: SKILLS
might stem back to her origins in this way, even if she is no Skills are the fruits of your character’s learning and
longer consciously aware of that link herself. training, the particular abilities she has retained from her
life and from the endless cycle of rebirth that the Rite of
ASPIRATIONS Return enforces upon her. Just like Attributes, Skills are split
between Mental, Physical, and Social categories, but Skills
Choose three Aspirations for your Arisen. These are goals do not begin with a single free dot. Each category includes
and objectives, either for the Arisen herself or for you as the eight Skills. Chapter Four, starting on p.167, contains further
player. They are statements of things that you’re interested information about them.
in seeing happen, or intend to actively pursue during the
course of the coming story. They are a clear communication As with Attributes, you prioritize the categories according
to the Storyteller of what you’d like to see happen. By working to your character concept. The primary category has eleven
towards or fulfilling them, your character earns story Beats, a dots to assign, the secondary category has seven dots to assign,
measurement of the experience they’ve gained along the way. and the tertiary category has just four dots to assign.
Aspirations can be long-term or short-term; it’s a good idea When assigning Skill dots, think about what you want
to have a mixture. You can change Aspirations as the game pro- your character to be able to do, and what any particular Skill
ceeds; indeed, you may find that as you progress through the rest means for her. Was her knack for Weaponry forged in the
of character creation, you come up with new ideas for Aspirations. crucible of battle in the ancient days of Irem, or is it some-
That’s absolutely fine — just go back and update them. thing she’s picked up in the ensuing millennia? Do her dots
in Computer indicate she’s been rising repeatedly in the last
Aspirations might be anything from ‘learn a new Utterance’ century and closely following the developments in human
to ‘smite an unbeliever’, from ‘challenge the arrogance of the technology, or that she’s had a hidden talent for it that she
other Arisen in the meret’ to ‘topple the temples of false gods’. can only now explore through her most recent Descents in
Because they’re chosen by you, the player, not your character, this age of information? Consider the same for areas where
you can have Aspirations that are not something the Arisen she distinctly lacks dots; does she lack Drive because this is
would usually welcome but that you’re interested in the nar- her first time she’s woken since the invention of automobiles?
rative ramifications of, like ‘be defeated by my nemesis’ or ‘fall Has she never bothered with Survival or Streetwise because
victim to my own shortcomings in the pursuit of the relic’. she has always depended on her cult to fulfill tasks she sees
as beneath her station?
STEP TWO: ATTRIBUTES Even a single dot in a Skill represents meaningful fa-
Every character possesses Attributes, a set of inherent miliarity or practice with it. Two dots and above reflects a
capabilities and natural aptitudes. Attributes measure these

94 Chapter Three: Creating A Mummy


and you can even assign two or more to a single Skill if you
want. However, you must have at least one dot in a Skill
to be able to assign any Specialties to it at all. Specialties
Non-Linear Skills represent the particular interests, obsessions, or talents of
your Arisen that set her apart from others. Think about the
and Experience sorts of things you want her to be able to do particularly
Due to the non-linear way in which Arisen awak- well or frequently.
en, a character rising in 2020 CE may have dots
in something not typically present on their char- STEP FIVE:
acter sheet, such as Archery or Ride. Likewise,
a character awakening in 664 CE may well ADD ARISEN TEMPLATE
have dots in Computer or Drive. Just because a By this point, you have the rough shape of your character.
character can do something, however, doesn’t You know her underlying concept, and where her talents
mean they immediately have the tools to make it and Skills lie. Now, you will wrap her in the trappings of her
happen. Deathless state, giving her a panoply of powers and the regalia
A mummy waking in the modern age may be of her place in Arisen society.
fresh from character creation, without all the bo-
nus dots in Skills and Merits that come through BALANCE AND BURDEN
gaining Experiences. This makes sense if you con-
sider this character hasn’t awoken since their ini- Made from the ether of ancients, mummies are walking
tial Descent. In the next chronicle, set a millennium corpses, filled with fleeting memory and time, rebuilding
prior, those Experiences gained in the present themselves with each incarnation and remembering terrible
day may make the character — now, technically, and awesome truths about their past. Whereas mortals possess
in the past — even stronger than they are a thou- a Virtue and a Vice influencing their behaviors, mummies
sand years later. possess a Balance and a Burden. Each Arisen feels the weight
of their Judge’s expectation in a different way and bears it
as their Burden. Their Balance is what allows them to rise
above the timeless shackles of the Judges and continue on
professional level of Skill in the area. Lacking any dots what- their unending duty to Irem.
soever indicates a distinct lack of experience in it. Attempting
an action for which your character has no dots inflicts an
additional penalty, so if you want her to be able to succeed in BALANCE AND BURDEN
an area at all, it’s worth picking up at least one dot.
Balance Archetypes Burden Archetypes
You may find that you have a few Skills you feel are
Courageous Accusing
important to the character concept but you simply have no
spare dots left to cover them. Don’t worry — you’ll have the Devoted Careless
opportunity to round out any gaps in the character at the Diligent Chaotic
end of the process.
Faithful Cruel
STEP FOUR: SPECIALTIES Generous Dominant
While your character’s Skills represent broad areas of Introspective Forgetful
knowledge, Specialties are refinements and areas of partic- Just Fragile
ular focus within those fields. For example, your character Noble Hysterical
may have two dots in Academics, but have a Specialty in
Architecture. A Specialty grants one additional die any time Peaceful Isolated
the character is using the Skill in question and the Specialty Resilient Rageful
would be relevant. Chapter Four contains more information Righteous Resentful
about them.
Trustworthy Selfish
Assign three Specialties to your character’s Skills. You
can assign them freely among the Skills in each category, Truthful Stagnant

Returning From Death 95


The three most common types of Touchstone are Sadikh,
Witnesses, and Inheritors. Each one supports their Arisen
master in a different way, close to them for a different reason.
I’m Creating a Cultist A Touchstone is almost always brought into the cult. However,
some Witnesses remain outside, but under the mysterious
If you’re creating a cultist character using this book protection of the Deathless.
or the Chronicles of Darkness Rulebook,
you know most aspects of the Arisen template do When choosing a Touchstone, the mummy’s player should
not apply. Your character has a Virtue and a Vice select either the Virtue or Vice of that particular character. If the
instead of a Balance and a Burden, certain Merits Touchstone is being made by another player as a protagonist char-
in this book are unavailable, Sadikh have access acter, discuss which of the two to use. Assisting the Touchstone
to a limited array of Utterances, and immortals in fulfilling their chosen Virtue or Vice, and the Touchstone
and sorcerers have their own powers. The steps in regaining all Willpower in their presence, gains the mummy a
this chapter may still be used to form a basic mor- Reminisce Beat (see p. 161). This allows the Touchstone to act
tal character, but see p. 204 for Sadikh creation, as an anchor to the mummy. However, if the Touchstone is killed
Chapter Five for rules surrounding sorcerers and (or in the case of a Sadikh, has their body sent into repose through
immortals, and feel free to use the Balance and accumulation of aggravated wounds), the mummy automatically
Burden examples in Chapter Four to inform their undergoes an Absence Breaking Point relating to their Memory
Virtue and Vice.
(see p. 161) as the lost connection allows that part of herself to
be scattered into the infinite grains of ancient sand that clutter
her mind. A new Touchstone can be forged in the next story.
Mummies start with one Touchstone, but may acquire more
Balance keeps them on the path Judges have laid out for throughout the chronicle.
them. There’s always an echo of the long ago in what they
believe to be virtuous and Balance is the best of those things. DECREE
Any time a Mummy overcomes a challenge to affirm their
Balance, they gain a Willpower. When overcoming something Your mummy’s decree is the foundation of her enduring
incredibly risky or philosophically challenging to their Balance, sense of self — the medium by which her soul has survived the
they regain all lost Willpower. Rite of Return and through which she is empowered to return
again and again. She pronounced that part of her being before
The Burden of an Arisen is the weight they bear from the the Judges, affirming her will and determination.
sacred duty laid upon them. Arisen respond differently to
the Burdens of their Rite of Return, and use them as ways to Pick one of the five decrees for your Arisen character.
process, avoid, or get lost in these emotional reverberations. Decree cannot be later changed; it is too fundamental to a
Burdens are the negative ways that mummies interact with mummy’s nature. The decrees are listed below, and are fully
their duties. described in Chapter One.
You can find more on Balance and Burden starting on • Ashem, the Jackals, are unflinching guardians and wise
p. 102. occultists. They confront fear, and help others do the
same. The Defining Pillar of the Ashem is Sheut, and
TOUCHSTONE Ashem begin play with Jackal’s Shade as a bonus affinity.

Touchstones are the difference between the Deathless and • Deshret, the Falcons, are ambitious visionaries and
the Lifeless. While they are certainly immortal, aloof and, to zealous champions. They test themselves and pursue
some extent, dead, mummies are not without life. The pangs greater heights of accomplishment. The Defining Pillar
of Memory remind them of who they used to be and of the of the Deshret is Ba, and Deshret begin play with
principles they gave up a natural lifespan to uphold. Soaring Falcon as a bonus affinity.
As memories fade over the millennia, such sentiments are • Kheru, the Lions, are passionate heralds and vital,
difficult to hold on to. The Arisen must maintain them, to thrill-seeking beings. They pursue the exhilarating
prevent themselves becoming nothing but an animated drive highs and grievous lows of existence with equal en-
of hunger, lust, or revenge, no better than the Shuankhsen. thusiasm. The Defining Pillar of the Kheru is Ab, and
Maintaining sense is perhaps one of the most incredible Kheru begin play with Lion’s Pride as a bonus affinity.
abilities of the Deathless, and within their Touchstones these
• Nesrem, the Bulls, are enduring sentinels and tireless
immensely powerful beings find their greatest strength.
devotees. They overcome challenges and create lasting

96 Chapter Three: Creating A Mummy


legacies. The Defining Pillar of the Nesrem is Ka, and JUDGE
Nesrem begin play with Guardian Bull as a bonus affinity.
Your character declared her decree in the presence of a par-
• Usheb, the Serpents, are cunning tacticians and ticular Judge as she first descended into Duat. The Judges, the 42
clever manipulators. They hunt for hidden truths and terrible and alien divinities assessing ma’at before whom all in Duat
ravenously pursue knowledge. The Defining Pillar of must pass, hold authority over the fate of her very being. Yet faced
the Usheb is Ren, and Usheb begin play with Serpent’s with their horrible majesty, your Arisen found the knowledge of
Tongue as a bonus affinity. herself, of her virtues and her flaws, to hold firm and state the truth
of her soul. In doing so, she entered the service of one specific Judge.
GUILD Although there are 42 Judges, many of them deal in nar-
Your Arisen probably belongs to one of the five great guilds row or opaque sins or concepts with which even the Arisen
that exist among the Deathless. The guilds are occult fellowships, struggle to find resonance. Others spend long ages in seeming
initially forged in the days of Irem among the sorcerous craftsfolk dormancy, perhaps because the crimes they condemn prove
of that empire. Each guild specialized in an area of ritualistic mag- of little significance among humanity for centuries or even
ic, and these associations carried through after the Rite of Return. millennia. Still others actively loathe the nature of the Arisen
Now, the guilds serve as the loose sinews binding Arisen and reject their service or even persecute them, are the losers
society together. Most Arisen hew to their old guild allegiances in struggles with other Judges for influence over Arisen ser-
from the days of Irem. Rare indeed is the Arisen who has vitors, or simply have no need of the Deathless. As such, the
broken her bonds to the guilds entirely, and such outcasts bulk of Arisen are in the service of seven particular Judges.
are viewed with suspicion. Rumors suggest some are even Pick one Judge for your Arisen to serve. Your character
members of a sixth, lost guild, a secretive organization even may transfer her allegiance to another Judge, although it risks
among the Deathless, or one of the flawed minor guilds. the wrath of her former master and has no guarantee of good
Pick one of the five guilds to reflect your character’s treatment under the new. The seven Judges most Arisen serve
membership. Your character can change guild, although the are detailed in Chapter One.
circumstances in which this would happen are quite rare. The • Am-Khaibit, the Eater of Shadows, judges crimes
guilds are fully described in Chapter One. against humanity, particularly mass murder.
• Maa-Kep are spies, manipulators, and watchdogs. • Arem-Abfu, the Final Judge, concerns itself with
They observe, gather information, and examine the crimes against the cosmos — particularly through sor-
principles underlying each iteration of civilization they cery and science reaching beyond humanity’s station.
witness. Amulets are their chosen vessel.
• Kenemti, the Penitent, condemns crimes of blasphemy
• Mesen-Nebu are alchemists, revolutionaries, and and desecration against the sacred.
deal-makers. They seek potential, prosperity, and
transformation, and watch how the web of commerce • Nebha, the Flame, judges deception and lies.
and trade ensnares each civilization in turn. Regia are • Neheb-Ka, the One Who Unifies, concerns itself with
their chosen vessel. iniquities born from human pride and arrogance.
• Sesha-Hebsu are diplomats, lorekeepers, and arbiters. • Unem-Besek, the Eater of Entrails, judges the theft
They preserve knowledge, seek wisdom, and study the of land, the denial of sustenance, and the disruption
tangled threads of cause and effect. Texts are their of dominion.
chosen vessel.
• Usekh-Nemtet, the First Judge, concerns itself with
• Su-Menent are necromancers, priests, and advisers. those challenging the Judges by seeking immortality,
They chase the mysteries of life and death, and observe judging even the Arisen themselves.
how ruination and disaster shape the course of cultures
and nations. Uter are their chosen vessel. FAVORED ATTRIBUTES
• Tef-Aabhi are leaders, architects, and geomancers. The power of your Arisen’s soul gives her strength, re-
They seek power and influence through connections inforcing her mind and body in accordance with its nature.
and symbols of the divine, and follow the rise and Choose one Attribute associated with the character’s decree
fall of great cities and monuments. Effigies are their and add one dot to it. This can bring her starting Attribute
chosen vessel. rating above 5.

Returning From Death 97


FAVORED ATTRIBUTES These represent unusual qualities or tricks, connections and
influence, and other elements fleshing out your character’s
Decree Favored Attributes relationship with the wider world. Merits are a great way to
Ashem Composure and Stamina add finishing touches of color and detail to your character,
helping express who she is.
Deshret Resolve and Wits
Additionally, your character gains a free dot in each of the
Kheru Presence and Strength Cult and Tomb Merits.
Nesrem Resolve and Stamina
Usheb Intelligence and Manipulation STEP SEVEN: ADVANTAGES
Your character is now nearly complete. Calculate her
advantages, a set of traits determined by the choices you’ve
PILLARS made thus far and by her new nature as one of the Deathless.
The Rite of Return rebuilt your character’s soul even as it Defense
bound her dying existence to the will of the Judges. Through the Defense protects your character from attack. Her Defense
power of Sekhem, an Arisen draws on the power of the fivefold rating is the lower of her Wits and Dexterity, plus her Athletics.
aspects of the soul to fuel supernatural prowess, invoke terrible
magic, and tap into the slumbering power of sacred relics. Health
The five parts of the soul are called Pillars: The Ab (heart), Health, your character’s ability to soak up physical damage,
the Ba (spirit), the Ka (essence), the Ren (name), and the is equal to your character’s Size (usually 5 for an Arisen) plus
Sheut (shadow). Each Arisen character possesses a rating in her Stamina.
each Pillar, from zero to five, reflecting the strength of that Willpower
part of their soul.
Willpower reflects your character’s reserves of determi-
You have nine dots to allocate among these five Pillars. No nation and focus, and is expended to enhance dice pools or
Pillar can have a rating higher than that of your character’s activate affinities. Your character’s Willpower is equal to her
primary Pillar, associated with her decree. Resolve plus her Composure.
AFFINITIES AND UTTERANCES Initiative
Your character possesses potent supernatural abilities Initiative, dictating the speed with which your character
fueled by the necromantic power of her Deathless state. reacts to threats, is equal to your character’s Dexterity plus
Affinities are subtler magics, woven into the mummy’s being her Composure.
by the Rite of Return. Utterances, by comparison, are spells Sekhem
that can have extensive or even apocalyptic impact on the
Sekhem is the strength of the roiling life-force contained
world around the mummy, calling down terrible plagues or
within your character; the vital animation imbued into her
invoking awful curses upon transgressors against the Judges.
by her return to the world of the living. Upon beginning a
Your character begins play with one Affinity dictated by new Descent, your character starts with ten dots of Sekhem
her decree, a single Affinity chosen from those of her guild, if awoken due to a Sothic Turn, decree-aligned astronom-
a single Soul Affinity associated with her decree’s defining ical event, Judge demand, or cult summoning; nine from a
Pillar, and one other Soul Affinity for which she meets the disappointing cult summoning; or eight if disturbed by tomb
prerequisites. robbers, necromantic acts, or similar unpleasantness.
Pick two Utterances for your character. All Arisen also
begin play with the Dreams of Dead Gods Utterance, an Memory
innate part of their being as vessels for the Judges’ power and Memory indicates how much of your character’s mortal
a tool for creating new cults should an old one be destroyed. personality still persists, and how much knowledge she retains
from her former cycles of death and reincarnation. Your
STEP SIX: ADD MERITS character begins with three dots of Memory.
Your character receives ten dots of Merits. You can spend Size
them on any of the Arisen Merits or general Merits for which As a human, your character’s Size is 5 unless another trait
your character meets the prerequisites, detailed from p. 105. modifies it in some way.

98 Chapter Three: Creating A Mummy


Speed
Your character’s Speed, reflecting her swiftness on foot,
is equal to her species factor (5) plus her Strength and her
Dexterity. Group Beats
STEP EIGHT: EXPERIENCE As an alternative to tracking Beats on an individ-
ual basis, the group can agree to use communal
Even though your character’s Memory has suffered from Beats. Under this system, all the Beats earned
the ravages of time, her soul and nature have undergone during a chapter go into a pot. At the end of the
changes over the ages. You have ten Experiences to spend chapter, split the Beats evenly among the players,
on your character, using the table on p. 100. with any leftover remaining in the pot.
You can use these on any gaps you feel need filling in Group Beats lend themselves to physical repre-
your character’s capabilities, to give mechanical weight to sentation on the table, using a bowl or container
the experiences you envisage her having had during previous for the pot and poker chips, spare dice, or beads
Descents, or to reinforce strengths to a greater degree.
for the Beats.

FINISHING IT OFF
With your character completed, check in with the other
players and the Storyteller to discuss and build the ties that • If your character takes lethal damage in one of her
bind your mummies’ meret together. three rightmost Health boxes, take a Beat.

EARNING EXPERIENCE • At the end of each session, take a Beat.

Players earn Beats for their characters in a number of ways,


including those listed below. When your character gains five
EXAMPLE OF
Beats, they convert to one Experience. You use Experiences
to develop your character’s abilities.
CHARACTER CREATION
BEATS A manda has decided to set up a game of Mummy and has
invited Gordon to come over and go through character
creation in the lead-up to their first proper session. She states
Take a Beat when your character meets one of these
that the game takes place in modern day Hong Kong, with rival
criteria.
cults jockeying for position and vying for control of a powerful
• If your character fulfills an Aspiration, take a Beat. vessel being brought into the city from the north of China.
Replace the Aspiration at the end of the session. Gordon takes his blank character sheet, and goes through a step-
by-step process of building it up to complete the finished character.
• If your character makes significant progress toward a
long-term Aspiration, gain a Beat at the end of the
session.
STEP ONE:
• Once per chapter, when your character either submits
CHARACTER CONCEPT
directly to the will or commands of her Judge despite it Amanda outlines some of the information about the setting
being against her desires or beliefs, or directly disobeys and the mummies that exist therein. Gordon, excited to delve
or acts against her Judge, take a Beat. into the more adventurous side of the game, wants to play a
character who will tackle his problems head on. He decides
• When you resolve a Condition, per its description, take to play Feng Zhang Yong, a Hong Kong detective who fell
a Beat. upon hard times and gave his life to one of the city’s cults,
eventually becoming the vessel for the heart of Amenhotep.
• Some Conditions provide Beats for other actions than
resolution. STEP TWO: ATTRIBUTES
• Once per scene, when you fail a roll, you may opt to Gordon considers Amenhotep’s Attribute priorities.
make it a dramatic failure and take a Beat. Intending to be in the thick of the action, he chooses Physical

Example of Character Creation 99


CHARACTER CREATION QUICK REFERENCE SHEET
Step One: Concept Step Eight: Experience
Choose your character’s concept and pick three Spend 10 Experiences, using the Experience Costs table.
Aspirations.
Affinities and Utterances
Step Two: Attributes Start with your decree’s bonus Affinity, one of your
Prioritize categories and spend 5/4/3 dots by category. guild Affinities, and one Soul Affinity from your defining
Pillar. Pick one additional Soul Affinity you qualify for.
Step Three: Skills
Start with two Utterances and Dreams of Dead Gods
Prioritize categories and spend 11/7/4 dots by category.
Step Four: Skill Specialties Experience Costs
Choose three Skill Specialties. Trait Experience
Step Five: Add Arisen Template Attribute 4
Choose decree, guild, Judge, Balance and Burden, Skill 2
Touchstone, Pillars, Affinities, and Utterances. Choose
Skill Specialty 1
favored Attribute.
Merit 1
Step Six: Merits Lost Willpower Dot 1
Add ten dots of Merits, plus an additional dot in Cult
Affinity 4
and Tomb.
Utterance 4
Step Seven: Advantages
Defining Pillar 2
Willpower is equal to Resolve + Composure. Memory is 3. Size
is 5. Health is Size + Stamina. Speed is 5 + Strength + Dexterity. Other Pillar 3
Defense is the lower of Dexterity and Wits, plus Athletics. Memory 3 (Reminisce Experience Only)
Initiative is Dexterity + Composure. Sekhem begins at 10.

Guilds
Guild Vessel Guild Affinities
Maa-Kep Amulets Affable Aid, Amulet of the Envoy, Nexus of the Soul
Mesen-Nebu Regia Almsman’s Tithe, Divine Flesh, Hone the Soul
Sesha-Hebsu Texts Eyes of Justice, Loremaster’s Guile, Master of the Written Word
Su-Menent Uter Blazing Zeal, Fated Soul, Flesh-Culled Secrets
Tef-Aabhi Effigies Guardian Statue, Nest of Dolls, Model Lifeweb

Arisen Template
Decree Defining Pillar Favored Attributes Bonus Affinity
Ashem Sheut Composure and Stamina Jackal’s Shade
Deshret Ba Resolve and Wits Soaring Falcon
Kheru Ab Presence and Strength Lion’s Pride
Nesrem Ka Resolve and Stamina Guardian Bull
Usheb Ren Intelligence and Manipulation Serpent’s Tongue

100 Chapter Three: Creating A Mummy


as primary. With the detective work carried out by his host,
he chooses Mental as secondary, leaving Social as tertiary.
Next, he assigns his Attribute dots. He intends for
Amenhotep to be tough and handy with a weapon so he puts
two of his five primary attribute dots into Dexterity and two
into Stamina. The final dot goes into Strength. This leaves
him with Strength 2, Dexterity 3 and Stamina 3. The four
secondary dots are allocated with two in Wits and one each
in Resolve and Intelligence, giving him Intelligence 2, Wits
3 and Resolve 2. Finally, he puts two of his tertiary dots into
Composure and the final dot into Manipulation, leaving him
with Presence 1, Manipulation 2 and Composure 3.

STEP THREE: SKILLS


Gordon now decides on the priorities of his Skills. He exam-
ines which Skills fit into which category and considers which he
wants his character to have. He puts a mark next to each skill on
the sheet in which he wants to place at least one dot. Working
down the sheet, he marks Academics, Investigation, Politics,
Athletics, Brawl, Drive, Firearms, Stealth, Weaponry, Empathy,
Intimidation, Persuasion, Streetwise, and Subterfuge.
Going over that list, he decides that Physical Skills will be
his primary, then Social then Mental.
With each of his six choices having a dot already as-
signed, Gordon has five from his eleven dots left to place in
his Physical primary Skills. He allocates his remaining dots
to end up with Athletics 2, Brawl 2, Drive 2, Firearms 3,
Stealth 1, Weaponry 1. He spends his seven secondary dots
in Social Skills to have Empathy 1, Intimidation 2, Persuasion
1, Streetwise 2 and Subterfuge 1. Finally, he allocates his
four tertiary dots into Mental Skills to arrive at Academics
1, Investigation 2, Politics 1.

STEP FOUR: SPECIALTIES


Gordon looks over the Skills allocated to his character.
Amenhotep is beginning to take shape into a fully realized
character in this story. He uses the outline he has created so
far to begin imagining this hard-nosed Hong Kong detective
suddenly supercharged with the stern, Deathless will of
Amenhotep. He is the bloodhound of his meret and the front
line in any encounter. Honing further, he spends his three
Skill Specialties in Investigation (Detail Oriented), Firearms
(Pistols) and Intimidation (Threatening).

STEP FIVE:
ADD ARISEN TEMPLATE
First, Gordon decides on the Balance and Burden for his
character. Gordon sees Amenhotep as a fierce follower of

Example of Character Creation 101


laws, even when they’re unjust, and chooses Resilient as his Noting his Size of 5 and Stamina of 3 he records his starting
Balance, with Stagnant as his Burden. He won’t budge on most Health at 8.
matters, but this has led to his clinging on to calcified views. Adding his Resolve and Composure he notes his Willpower at 5.
Gordon elects to not select a Touchstone at this stage of His Dexterity of 3 and Composure of 2 set Amenhotep’s
his character’s existence. While this puts the mummy at risk Initiative at 5.
of struggling to gain Memory, he’s keen to roleplay the forging
His Strength of 2 and Dexterity of 3, plus the species factor
of a new Touchstone in the upcoming chronicle.
of 5, set his Speed at 10.
Gordon now turns to the descriptions of the Judges and
discusses with Amanda as to which best suits the Concept he
formed. She advises him to choose the decree of Nesrem (Ka)
STEP EIGHT: EXPERIENCE
and the Judge Am-Khaibit, the Eater of Shadows. Amanda informs Gordon that his character has ten
Experiences to start off with. He notes that Skills cost 2
With those choices made, Gordon decides to place Amenhotep
points per dot and decides to spend 4 points increasing his
in the Maa-Kep guild, noting their favored vessel of amulets.
Investigation skill to 4, leaving him with 6. He then does the
Assigning his Pillars, Gordon places three dots in his same with Intimidation and adds a dot into Firearms, as those
defining Pillar of Ka. To keep the character well rounded, he are the Skills he has Specialties in and gives him a better
spends four more dots in making sure each other Pillar has at synergy for the character’s high level of ability in those areas.
least one dot. He then throws another dot each into Ab and
Sheut, giving him two dots in each. STEP NINE: RETURN TO LIFE
Choosing his Affinities, Gordon records the Maa-Kep
Affinity of Affable Aid, his decree Affinity of Guardian Bull, With Amenhotep safely transplanted into his new body,
and picks Dominating Might as his first Soul Affinity. Finally, Gordon is ready to begin his new, eternal life of service to his chosen
he looks for a suitable Affinity to round out his character and Judge of Duat. Amanda goes through a “session zero” with him
chooses Soulsight. in which they go over the reasons for Amenhotep’s arrival in this
new place and together they set up the character to be Gordon’s
He may choose two Utterances. He decides on Awaken chosen vessel in exploring the world of Mummy: The Curse.
the Dead and Gift of the Golden Ankh. He also notes down
the Dreams of Dead Gods Utterance as standard for all Arisen.
BALANCE
STEP SIX: ADD MERITS
Gordon reads the Merits starting on p. 105. He starts with A mummy gains a Willpower point any time they overcome
a challenge to affirm their Balance. They regain all lost
Willpower when overcoming something incredibly risky or
an automatic dot in Tomb and Cult. Gordon doesn’t see his
philosophically challenging to their Balance.
mummy as having an elaborate Tomb, so he only spends one
dot on it. He spends two dots on Cult to represent the ser- Here are some examples of Balances you could use, or
vants that brought the heart of Amenhotep to Hong Kong. create your own based on these ideas. Each includes a de-
He spends three dots on Guild Paragon, as Amenhotep is a scription and sample actions that could cause a Mummy to
respected member of the Maa-Kep. This leaves him with four recover Willpower.
dots, which he allocates between Contacts and Resources, Courageous
to reflect Feng’s — the cop whose body he now inhabits —
former life, income, and connections among the police force. Courageous mummies dive headfirst into danger or dif-
ficulty of any kind. They’re willing to bravely stand before
STEP SEVEN: ADVANTAGES any dire threat.
Single Willpower: Don’t back down in the face of some-
Together, Amanda and Gordon run through the list of thing terribly dangerous.
Advantages to ensure they’re recorded accurately:
All Willpower: Purposefully throw yourself into danger
Gordon begins by recording Amenhotep’s standard that will most likely lead to death or defeat.
Memory 3 and Size 5. Having just reawakened in a new body,
his Sekhem is 10 (unless the Storyteller deems it lower by Devoted
means of an unusual awakening). A devoted mummy has chosen who and what they are
With Dexterity and Wits both at 3 and Athletics at 2, his loyal to and never falters. They follow these people, ideas, or
starting Defense is 5. institutions to their death.

102 Chapter Three: Creating A Mummy


Single Willpower: You learn something terrible about All Willpower: Stand up for a group being treated unjustly
someone you’re devoted to but you stick with them anyway. at great risk to you, your friends, and the group.
All Willpower: An institution you’re devoted to betrays Noble
you but you still fulfill its goals.
A noble mummy is filled with idealistic intent; a nobility
Diligent not in riches but in action. They believe in following higher
Diligent mummies have specificity in their actions. They principles in all they do.
are careful, precise, and take their time. Their hard work Single Willpower: Adhere to your beliefs even though it
results in grand perfection. puts you in danger.
Single Willpower: You take your time in creating the per- All Willpower: Adhere to your beliefs even though it puts
fect plan and because all details were sorted nothing goes wrong. someone you love in danger.
All Willpower: You’re able to remember a small detail that Peaceful
no-one else can remember, saving you all from certain doom.
Peaceful mummies mean to extend ideas and actions of
Faithful peace before those of disharmony. They seek to inspire peace
Faithful mummies are full of not only spiritual faith but in others by being peaceful themselves.
also faith that things happen as they are meant to. A faithful Single Willpower: You’re injured by someone who attacks
mummy is always on the right path, and can never be led you violently because you chose to be peaceful in action.
astray from their beliefs. All Willpower: You inspire an enemy to be peaceful
Single Willpower: Something happens that shakes your instead of violent.
beliefs but you stand your ground.
Resilient
All Willpower: A devastating mistake you’ve made makes
A resilient mummy has been made strong by experiencing
you question your beliefs but you return to them after much
difficulty beyond measure. Not much shakes them, and the
internal anguish.
things most people find terrible they’re able to roll off their
Generous shoulders.
A generous mummy is always willing to give of themselves Single Willpower: You’re able to comfort someone after
to others. They believe what they own is what everyone owns, a horrific experience you both had.
and are ready to give everything away. All Willpower: You’re able to do something nobody else
Single Willpower: You’ve just given away all your money in your group can because it horrifies them too much.
and you need to buy something for the next scene.
Righteous
All Willpower: You’ve been tricked into giving a valued
A righteous mummy believes in a right and a wrong, and
possession to an enemy and you don’t try to get it back.
is always striving to do the right thing according to their ide-
Introspective ologies. Their morality drives their good actions.
Introspective mummies know themselves incredibly well. Single Willpower: You’re able to accomplish something
This gives them an inner strength that they call on in times by doing it the righteous way, even though the morally gray
of need. way is easier.
Single Willpower: Some time alone allows you to come All Willpower: You do something that is so righteous an
up with a solution to the group’s problem. entire town creates a memorial in your honor.
All Willpower: Meditation in an incredibly chaotic en- Trustworthy
vironment gives you an insight nobody else notices.
A trustworthy mummy exudes a feeling of trust to those
Just around them. Others can rely on them to keep secrets, follow
A just mummy notices the injustice of the world more than through on promises, and keep things safe.
others, and finds ways to restore it. They believe in acting in Single Willpower: Protect another, who trusts you, under
just ways, culturally, spiritually, and socially. duress.
Single Willpower: Stand up for someone being treated All Willpower: Go through extreme hardship to fulfill a
unjustly at great risk of harm to yourself. promise to another.

Balance 103
Truthful Dominant
Truthful mummies find it very hard to lie, they are honest A dominant mummy is mimicking behaviors of the op-
to a fault; truthfulness is the more virtuous act. pressors they feel echoing through the centuries. They must
Single Willpower: Telling the truth causes you to get subdue those around them because they are superior.
deeper into trouble. Single Willpower: Lord your power over someone.
All Willpower: Telling the truth reveals something that All Willpower: Lord your power over someone you love.
an enemy immediately uses against you or someone you love.
Forgetful
BURDEN A forgetful mummy cannot retain memory as easily any-
more as a side effect of their Rite of Return. They forget key

M ummies have experienced truly horrific events that echo


in their subconscious through time, regardless of what
body and consciousness they find themselves in. Every time
things at important moments.
Single Willpower: You’ve forgotten a small but important
detail, someone’s name or occupation.
a mummy gives into a Burden, they regain one Willpower.
All Willpower: You’ve forgotten something intrinsic
When they become lost in their Burden for several scenes to
about someone you care about.
their detriment, they regain all Willpower.
Accusing Fragile
A fragile mummy wallows in the weakness of their con-
An accusing mummy is eager to blame all around them
dition. They cannot accept their fragile state, and it only
for what’s wrong in their life. Everybody is guilty but them.
reinforces their own helplessness.
Single Willpower: Lash out at someone about something
Single Willpower: Do not take action at a pivotal
neutral they just did.
moment.
All Willpower: Blame everyone around you for something
All Willpower: Convinced you’ll be hurt; don’t help
that is clearly your fault.
someone when they need it.
Careless
Hysterical
A careless mummy takes actions without thought or dis-
A hysterical mummy is upset to the point where they’ve
cipline since caring would hurt too much. They care not for
lost control of all emotions. They’re eager to take things out
themselves or those around them.
on those around them.
Single Willpower: Act without care for yourself or others.
Single Willpower: Lash out with any emotion you’re
All Willpower: Hurt someone through your careless feeling just then.
actions and do not try to make repairs.
All Willpower: Blame your feelings on someone close by
Chaotic gaslighting them.
A chaotic mummy is dangerously unpredictable so as Isolated
to cope with their chaotic circumstances. They lash out at
An isolated mummy has separated themselves from their
everyone around them and make risky nonsensical choices.
community and everyone they care about for fear of sharing
Single Willpower: Behave in a way that unpredictably their burden. They cannot connect.
harms someone else.
Single Willpower: Distance yourself from those around
All Willpower: Your unpredictability causes you severe you.
physical damage.
All Willpower: Isolate yourself from an important scene.
Cruel
Rageful
A cruel mummy takes pleasure in hurting others. Often
A mummy in a rage no longer contains or manages their
what they’re angry about inside themselves is what they take
immense anger. They lash out at those around them, and if
out on others.
they’re lucky they channel it into an enemy.
Single Willpower: Say unkind things to a stranger.
Single Willpower: Indulge in an anger-filled outrage.
All Willpower: Say unkind things to a friend.
All Willpower: Take your anger out on someone you
care about.

104 Chapter Three: Creating A Mummy


Resentful With Storyteller permission, you can reimburse a Merit that
A resentful mummy is incapable of forgiveness, especially no longer makes sense for your character with the Experiences
inside themselves. They hold a hard grudge against someone originally paid for it. This is not an option to exploit temporary
for something they’ve recently done, projecting this feeling Merits then cash them back out again in the short term; use it
onto everyone around them. only for a Merit that has genuinely run its course in the narrative.
Single Willpower: You’re unable to forgive someone a Cults are central to the power of the Arisen, the key means
small slight against you. through which the Deathless defeats the march of time and
returns again and again. Every Arisen possesses the sorcerous
All Willpower: You decide to hold a grudge that will last power, the Dreams of Dead Gods Utterance, and can therefore
a long time after an action someone takes against you. recreate a new Cult Merit even should her existing cult be
Selfish utterly destroyed during her death cycle.
Selfish mummies no longer see or care for those around
them because their burden is so great. They go deep inside MERIT TAGS
and the world is full of enemies. In addition to their dot cost, some Merits have additional
Single Willpower: Do something outrageous for yourself tags denoting additional rules. These tags are:
regardless of the hurt it causes someone else. • Cult: These Merits are purchased and used by a cult
All Willpower: Purposefully abandon someone in a time or an individual character.
of need.
• Cult Only: These Merits may only be purchased and
Stagnant used by a cult.
A stagnant mummy has an inability to adapt to their
current surroundings. They become overwhelmed with the • Style: These Merits provide a unique advantage at each dot
changing world, and become stagnant. level. Characters gain all benefits at their dot level or below.
Single Willpower: Refuse to adapt to a small change that
would improve your life. TIMELESS MERITS
All Willpower: Refuse to adapt to a huge change that These Merits are only available to mummies and other
would improve the lives of those around you. immortal entities.

MERITS Artisan’s Aptitude (•••)


Prerequisite: Specialty in a guild’s relics.

T his section details a number of Merits, starting with those re-


stricted to the Arisen themselves. General Merits, available
to both Arisen and mortal characters, start on p. 108. Where a
Effect: Your character’s talent with their guild’s favored
relics is legendary. When spending Willpower to increase a
dice pool involving these relics, they also gain an exceptional
Merit has a listed prerequisite, a character must possess those
success on three successes instead of five.
traits at the listed dot ratings or higher to purchase the Merit.
Balanced (•••)
SANCTITY OF MERITS Effect: Your character’s heart is light as a feather. She
Many Merits reflect impermanent elements of your charac- revels in her eternal existence, juggling the needs of her
ter, particularly in the case of the timeless Arisen. Allies may personal identity and her duties to her Judge with ease. The
perish, resources be squandered, and prestige be forgotten. character possesses two Balances, and may use either one to
Unlike Attributes or Skills, it’s quite possible for a character to recover Willpower. The frequency of replenishing Willpower
lose their Merits during the process of play. The Experiences through Balance remains unchanged. Once per chapter, when
spent on those Merits, however, remain. If your character loses fulfilling both Balances within a single scene, the character
Merit dots for any reason, you can replace them with other gains a Pillar point of her choice.
appropriate Merit dots at the end of the chapter. For example, Blue Lotus Pillar (•••)
if your character had a dot of Contacts among the journalist
Prerequisite: Defining Pillar •••••
community but, due to the passage of the years at the beginning
of a new Descent, her old acquaintances have now died or re- Effect: Your character’s defining Pillar is particularly po-
tired, you can reallocate that dot of Contacts to another Merit. tent, enhancing the unique Affinity of their decree.

Merits 105
Ashem: When Disembodied, the Jackal benefits from a aggravated damage from upgraded lethal damage, they or
single Manifestation or Numen, fueled by their Pillars. their allies may spend two turns tending to the wound to
Deshret: The Falcon may also apply the benefits of their downgrade one point of aggravated damage suffered within
gift to mundane rolls that directly fulfill their own Aspirations. the current scene to lethal. Tending the wound involves reat-
taching lost limbs and wrapping them to hold them in place.
Kheru: When absorbing the emotions of others, the Lion
A mummy may only do this twice per scene, taking no other
may also absorb a Willpower point, even if it brings them over
actions during the process. The four dot version of the Merit
their usual maximum.
allows them to treat wounds caused by sources of immediate
Nesrem: The armor provided when the Bull seals the flesh aggravated damage, although it requires a Pillar point and flesh
increases by 1, and by spending a Willpower point, they may give from another body to replace that which was lost.
this protection to their Touchstone for a scene with a touch.
Usheb: While the Serpent retains the Informed Condition, Endless Potency (• to •••••)
they may spend a point of Willpower to use its benefit when un- Prerequisite: Endless
leashing an Utterance targeting the character instead of a Skill. The immortal channels her Sekhem into inborn ability.
When purchasing this Merit, choose an Attribute. By spending
Cult (• to •••••) a dot of Sekhem, the character increases that Attribute by the
Effect: Your character is revered and loyally served by a cult, Merit’s dot value, including derived traits, for the remainder
typically as a representative of higher powers. This cult acts as of the scene. Activating this Merit can take her above her
their hands in the world while they slumber, tending to their tomb normal Attribute dot limit (usually 5). Invested immortals
and furthering their interests in the mummy’s absence. The initial may spend Pillars to activate this Merit instead of Sekhem.
dot of Cult allows a player to create a cult (p. 121), including the This may be used once per Attribute per scene.
custom Scorpion Cult Initiation Merit possessed by cult members.
Notes: You may take this Merit multiple times, each
Each additional dot purchased increases the size and influence
purchase representing a different Attribute.
of the cult, boosting either their Reach or Grasp by 1. The cult’s
Dominance rating grants the character a bonus to Social rolls Enigma (• to •••••)
when dealing with members of their own guild, capped at +5. Prerequisite: No Fame
Multiple Arisen may pool their points in this Merit to increase
Effect: Fate conspires to hide your character’s existence
the size and influence of their shared cult. However, Reach and
from the scrutiny of others. Books burn as mysterious flames
Grasp may only be increased beyond 5 with Cult Experiences,
erupt, carvings fade or crumble, and computer files become cor-
and requires a higher Dominance rating.
rupted. Mundane actions to investigate or track your character
Dead Celebrity (• to •••) suffer a −2 penalty, and the scope of the investigation requires
Effect: At one time, your character was somebody famous, additional Clues equal to your dots in this Merit. If the character
but everyone knows they’re dead now. The identity reflected actively seeks to cover their tracks, any Clues uncovered on a
by this Merit was famous or infamous at one time, as per the failed roll are tainted instead of incomplete. Attempts to per-
Fame Merit. In the current age, the impression left by that ceive a mummy hiding or moving stealthily are unaffected. A
identity continues to influence people. Whenever someone mummy’s cult is unhindered, instead gaining bonus dice equal
notices the resemblance to the celebrity, the character gains to the dots in this Merit to locate their sovereign.
a bonus equal to their dots in this Merit on Social rolls rele- Fount of Vitality (••••)
vant to the character’s impression of the celebrity. A beloved
Prerequisite: No Pillar at 0 (mummies), Sekhem ••• or
performer may gain this benefit on Expression or Socialize
invested Pillars (immortals)
rolls, while a feared tyrant may benefit on Intimidation rolls.
Substitute Fame for this Merit when playing while the identity Effect: The Sekhem flowing through your character’s soul
was “alive” and famous, such as during flashbacks. bolsters their flesh against injury.
Drawback: Your character draws the scrutiny of conspira- Sealing the flesh lasts for two additional turns for mum-
cy theorists obsessed with uncovering your secrets and baring mies. By spending a point of Willpower and maintaining
them to the world. This Merit has no effect in times before physical contact, the Arisen may seal the flesh of their invested
their identity was famous. cultist instead of their own. The mummy loses their Defense
and may not seal their own flesh while aiding their cultist in
Dead Flesh (•• or ••••) this manner. The cultist loses a point of Willpower for each
Effect: Your character’s sahu endures long after most turn the effect is maintained.
would have crumbled. Whenever your character suffers

106 Chapter Three: Creating A Mummy


Barring unique effects from their particular form of immor- the area isn’t cursed or unholy, they may carefully alter
tality, the Endless suffer damage as mortals do, but the character the surroundings to create the Hallowed Ground Tilt.
with this Merit recovers from injuries as quickly as the Deathless. The Tilt persists for one day per hour spent.
Funerary Text (• to •••••) Interstitial Lives (• or ••)
Effect: Whether as an inscribed amulet, a painstakingly cop- Effect: At one dot, Fate links your mummy to another
ied scroll, or hieroglyphics etched into the walls, your character’s of the Deathless, whether friend, rival, or enemy. Whenever
tomb is equipped with a record of the Trials of Duat, which stands the linked mummy arises, your character awakens at the same
as a rare and unexplainable memorial to that underworld where Sekhem level without a purpose to direct them, receiving
memories rarely escape. Whenever your character enters henet instead a vision of the linked mummy. Players may choose to
within their tomb, they gaze upon this text, carrying its wisdom link to their character’s meret bond instead of an individual
with them. The player may ask a number of yes or no questions, Arisen, awakening whenever any member arises.
such as the examples below, over the course of their Trials equal
At two dots, the link also serves as an anchor for the
to their dots in this Merit, which must be answered truthfully.
character’s fleeting memories, giving a +2 bonus to breaking
• Is this person a fiend in disguise? point and Memory rolls incurred in their presence.

• Are they lying to me? Overburdened (•••)


Effect: Endless years and duties to the Judges weigh heavily
• Is my compassion being tested here? on your character. He bears two Burdens, and may labor under
either one when regaining Willpower. Once per chapter, the
• Is this detail significant?
mummy may regain a Pillar point of their choice by enduring
Guild Paragon (•••) both Burdens in a single scene.
Effect: Your character’s skills are indispensable to your Relic Sensitivity (••)
guild. With the expenditure of a Willpower point, they stretch Effect: Your character is more sensitive to the presence of
their talents to preternatural levels. relics than their peers. Endless with this Merit are capable of
• Maa-Kep: When functioning as a secondary actor in a benefiting from kepher like mummies, while the Arisen gain
teamwork action, the character gains 8-again on their a +2 bonus on such rolls.
roll. If the primary actor gains an exceptional success,
the Dapifer regains a point of Willpower. Resonant Lifetime (•••)
Effect: One of your character’s Descents has left its mark
• Mesen-Nebu: By handling an object for a turn, the on his soul and informed his identity. No matter how many
Alchemist identifies its composition and any value or prop- lifetimes your character lives, that one Descent remains as
erties the materials might provide, giving them a +2 bonus crystal clear as his last. This is never their mortal life in Irem.
on rolls to repair or damage the item. They may shape the A mummy may not purchase this Merit more than once,
materials into a curio, which may be used as soft leverage. but when assuming the body of a mortal cultist, they may
If accepted, the recipient also gains the Inspired Condition. choose to replace the remembered lifetime with that of the
• Sesha-Hebsu: When the Diplomat mediates a dispute sacrificed cultist.
between two Arisen, or amongst members of their cult,
any Social rolls count as an exceptional success on three
Resplendent Soul (•••)
successes. If the mediation succeeds, the character’s Prerequisite: Affected Pillar ••• (mummies), Sekhem
impression level advances one stage for both parties. •• (immortals)
Effect: One of the Pillars of your soul shines brightly. This
• Su-Menent: By touching anything dead, the
Merit may only be taken once.
Necromancer may render it immune to the ravages of
time and natural decay for the remainder of the story. Mummies receive a secondary defining Pillar. While
Such a cadaver gives a +2 bonus to any attempts to this provides none of the benefits of the associated decree,
glean information from it. they recover spent points more easily. Whenever they fully
replenish their defining Pillar by affirming their decree, they
• Tef-Aabhi: The Geomancer recognizes whenever they also replenish a point of this Pillar.
enter the Lifeweb of a tomb, sacred architecture, or
An immortal’s Sekhem refines one of their soul’s Pillars
naturally occurring places of mystical power. Provided
into a palpable manifestation. The immortal has a single

Merits 107
Pillar rated at one dot, which they may utilize like the Arisen. ally. This could be an organization, a society, a clique, or an
Lacking a decree, they may only replenish this Pillar through individual. You can take this Merit multiple times to represent
vestiges and meditation using their Composure as a dice pool. different Allies. Your character might have Allies (Cornell
Additional Pillars require investment from the Arisen. College) ••, Allies (Grand Egyptian Museum) •••, and
Allies (Shore Porters Society) •.
Supernatural Resistance
Each dot represents a level of influence in the group. One
(• to •••••, Supernatural Merit) dot constitutes small favors and passing influence. Three
Prerequisite: Endless or Sadikh offers considerable influence, such as the police overlooking
Immortality has left its mark on your character, making her a misdemeanor charge. Five dots stretches the limits of the
aware of the supernatural’s effects on the world and attuning organization’s influence with its leaders putting their own
her to the flow of Sekhem in all things. This Merit acts as a influence on the line for the character. This could include
Supernatural Tolerance trait, which stacks with their Sekhem rat- things such as massive insider trading or fouling up a felony
ing when resisting other powers, but not during a Clash of Wills. investigation. No matter the request, it must be something
that organization could accomplish.
Tenacious Eternity (••••) The Storyteller assigns a rating between one and five to
Effect: All immortals are Endless, but for unknown rea- any favor asked. A character can ask for favors that add up to
sons, your curse is more lenient than that suffered by others her Allies rating without penalty in one chapter. If she extends
of your kind. her influence beyond that, the player rolls Manipulation +
Blood Bather: Your character may choose to change the Persuasion + Allies, with a penalty equal to the favor’s rating.
Bath, Blood, or Preparation component of their bathing ritual to If the roll is successful, the group does as requested. Failed
match what’s currently available. Only one component may be or successful, the character loses a dot of Allies (Sanctity of
altered during the performance of the ritual. By spending a point Merits still applies). On a dramatic failure, the organization
of Willpower, the alteration to the ritual becomes permanent. resents her and seeks retribution. On an exceptional success,
Body Thief: Within a stolen body, your character benefits she doesn’t lose the dot.
from 1/1 Armor. One additional favor a character can ask of her Allies is to
Eternal: Your character’s anchor gains +2 Durability. block another character’s Allies, Contacts, Mentor, Retainer,
or Status (if she knows the character possesses the relevant
Reborn: All attempts to supernaturally remove or alter
Merit). The favor’s rating is equal to the Merit dots blocked.
your character’s memories suffer a −3 penalty.
As before, no roll is necessary unless the target’s Merit exceeds
Sadikh: As long as your character upholds their Arisen the character’s Allies. If the block succeeds, the target cannot
master’s orders, they may resist the lure of the false life use the blocked Merit during the same chapter.
indefinitely.
Alternate Identity (•, ••, or •••)
Tomb (Special)
Effect: Your character has established an alternate mun-
Effect: A mummy’s tomb provides a bastion against the dane identity. The level of this Merit determines the amount
outside world and the inexorable march of eternity. A place of of scrutiny it can withstand. At one dot, the identity is su-
security, a mummy may center herself and rest when the weight perficial and unofficial. For example, your character uses an
of ages grows too great to bear. The first dot applies to Geometry, alias with a simple costume and adopts an accent. He hasn’t
but each additional dot may be applied to Geometry, Peril, or established the necessary paperwork to even approach a bu-
Provisions (p. 206). Geometry is limited to five dots in total, but reaucratic background check, let alone pass. At two dots, he’s
Peril and Provisions may both be increased beyond that point. supported his identity with paperwork and identification. It’s
A meret may pool their dots for a shared tomb if they wish. not liable to stand up to extensive research, but it turns away
private investigators and internet hobbyists. At three dots, the
GENERAL MERITS identity passes thorough inspection. The identity has been
Unless specified otherwise, these Merits may be taken by deeply entrenched in relevant databases, with subtle flourishes
any character. and details to make it seem real even to trained professionals.
Additionally, the Merit reflects time the character has
Allies (• to •••••, Cult) spent honing his persona. At one or two dots, he gains a
Effect: Allies help your character. They might be friends, one-die bonus to all Subterfuge rolls to defend the identity.
employees, associates, or people your character has black- At three dots, he gains +2 instead.
mailed. Each instance of this Merit represents one type of

108 Chapter Three: Creating A Mummy


You can purchase this Merit multiple times, each time
representing an additional identity.
Anonymity (• to •••••)
Prerequisite: Cannot have Fame.
Effect: Your character lives off the grid. Perhaps her cult
failed to maintain proper paperwork in anticipation of her
return, leaving her with no legal identity. This means she
must make purchases with cash or falsified credit cards. She
avoids any official authoritative influence in her affairs. Any
attempts to find her by paper trail suffer a one-die penalty
per dot purchased in this Merit.
Drawbacks: Your character cannot purchase the Fame
Merit. This also may limit Status purchases, if the character
cannot provide sufficient identification for the roles she
wishes to take.
Area of Expertise (•)
Prerequisite: Resolve •• and one Skill Specialty
Effect: Your character is uncommonly specialized in one
area. Choose a Specialty to assign to this Merit. Forgo the +1
bonus afforded by a Specialty, in exchange for a +2.
Common Sense (•••)
Effect: Your character has an exceptionally sound and
rational mind. With a moment’s thought, she can weigh
potential courses of action and outcomes.
Once per session as an instant action, you may ask the
Storyteller one of the following questions about a task at hand
or course of action. Roll Wits + Composure. If you succeed,
the Storyteller must answer to the best of her ability. If you
fail, you get no answer. With an exceptional success, you
can ask an additional question. With dramatic failure, the
Storyteller can give you a piece of false advice. If you follow
that “intuition” regardless of risk, take a Beat.
• What is the worst choice?

• What do I stand to lose here?

• What’s the safest choice?

• Am I chasing a worthless lead?

Contacts (•, Cult)


Effect: Contacts provide your character with information.
Each instance of this Merit represents a sphere or organization
with which the character can garner information. Contacts
do not provide services, only information. This may be face-
to-face, via email, by telephone, or even through a séance.
Garnering information via Contacts requires a
Manipulation + Social Skill roll, depending on the method

Merits 109
the character uses, and the relationship between the charac- (Academics): “Yeah, there were 300 Spartans at Thermopylae.
ters. The Storyteller should give a bonus or penalty, dependent There were also many other warriors. I was among them.”
on how relevant the information is to that particular Contact, Mummies unable to explain how they know such things often
whether accessing the information is dangerous, and if the find the trivia surfacing in their minds without warning.
character has maintained good relations or done favors for
the Contact. These modifiers should range from −3 to +3 in
Etiquette (• to •••••; Style)
most cases. If successful, the Contact provides the information. Prerequisites: Composure •••, Socialize ••
You may purchase this Merit multiple times to reflect Effect: Your character knows her way around society,
different sources. customs, and traditions. More importantly, she can use this
talent to make or break reputations. This Merit applies to any
Danger Sense (••) social interactions where etiquette, style, poise, and reputation
Effect: You gain a +2 modifier on reflexive Wits + carry weight, and uses the Social Maneuvering rules on p. 191.
Composure rolls for your character to detect an impending Bless His Heart (•): Your character always considers
ambush. Your character’s reflexes are honed to the point her words well. No matter how vile, the things she says come
where nothing is shocking. off as defensible and respectful. When a character engages
Demolisher (• to •••) yours in a Social interaction, you may opt to use your char-
acter’s Socialize score instead of the lower of her Resolve and
Prerequisites: Strength or Intelligence •••
Composure to determine her starting Doors.
Effect: Your character has an innate feel for the weak
Losing Your Religion (••): When your character lets
points in objects. When damaging an object, she ignores one
loose and insults someone, she leaves mouths agape. When
point of the object’s Durability per dot in this Merit.
tearing down a target verbally, use 8-again, and take a two-die
Devotees (•••, Cult Only) bonus to the roll. Afterward, move the interaction one step
Effect: Your followers are particularly devoted to their down on the impressions chart.
Doctrines. Increase the cult’s Fidelity track by 1. In High Cotton (•••): Your character cultivates standing
and respect, and carries it like a knight wears armor. You may
Direction Sense (•) apply one relevant Status or Fame Merit to rolls contesting
Effect: Your character has an innate sense of direction, Social interactions. Other Merits may apply with Storyteller
and is always aware of her location in space. She always knows permission.
which cardinal direction she faces, and never suffers penalties Half-Cocked (••••): Your character is always prepared.
to navigate or find her way in the mundane world. On the other hand, others are not. In a new Social interaction,
Eidetic Memory (••) if the impression is good, excellent, or perfect, ignore the
subject’s Resolve and Composure on the first roll.
Prerequisite: Not an Arisen.
Grace Under Fire (•••••): While your character may
Effect: Your character recalls events and details with
not always win, she never looks bad. If a character opens
pinpoint accuracy. You do not have to make rolls for your
all her Doors, and you opt to offer an alternative, his player
character to remember past experiences. When making
chooses three Conditions. You choose which one your char-
Intelligence + Composure (or relevant Skill) rolls to recall
acter receives.
minute facts from swaths of information, take a +2 bonus.
Encyclopedic Knowledge (••) Fame (• to •••)
Effect: Your character is recognized within a certain
Effect: Choose a Skill. Due to an immersion in academia,
sphere, for a certain skill, or because of some past action or
pop culture, or a hobby obsession, your character has collected
stroke of luck. This can mean favors and attention, but it can
limitless factoids about the topic, even if she has no dots in
also mean negative attention and scrutiny. When choosing
the Skill.
the Merit, define for what your character is known. One dot
You can make an Intelligence + Wits roll any time your reflects local recognition or reputation within a confined
character is dealing with her area of interest. On a successful subculture. Two dots results in regional recognition by a wide
roll, the Storyteller must give a relevant fact or detail about swath of people. Three dots results in worldwide recognition
the issue at hand. Your character knows this fact, but you by anyone who might have been exposed to the source of the
must explain within the scope of your character’s background fame. Each dot adds a die to any Social rolls among those your
why she knows it. For example, for Encyclopedic Knowledge character’s celebrity impresses.

110 Chapter Three: Creating A Mummy


Drawback: Rolls to find or identify the character in the him up and to subsequently tear him down. If a target regains
mundane world enjoy a one-die bonus per dot of the Merit. Willpower from his Vice or similar trait while your character is
If the character has Alternate Identity, she can mitigate this present, you may immediately roll Manipulation + Subterfuge
drawback. A character with Fame cannot have the Anonymity to open a Door, regardless of the interval or impression level.
or Enigma Merits.
Fighting Finesse (••)
Fanatical (••, Cult Only) Prerequisites: Dexterity •••, a Specialty in Weaponry
Effect: Nothing sways your cult from the higher cause they or Brawl
have pledged their lives and souls to upholding. When they Effect: Choose a Specialty in Weaponry or Brawl when
act, they build momentum to push ever further, conquering you purchase this Merit. Your character’s extensive training
all obstacles in their way. Whenever they take a cult action in that particular weapon or style has allowed them to benefit
beyond the limits of their Dominance, they gain a +2 bonus more from their alacrity and agility than their strength. You
to Reach and Grasp for the action. may substitute your character’s Dexterity for her Strength
Drawback: Progress is an addictive experience, and in when making rolls with that Specialty.
the absence of direct guidance, the cult acts to fulfill their You can purchase this Merit multiple times to gain its
impression of their sovereign’s will, leading inexorably towards benefit with multiple Specialties.
schisms over interpretations or strategies. Whenever they
take a cult action beyond the limits of their Dominance, they Fixer (••)
also suffer an additional point of bashing damage to Fidelity. Prerequisites: Contacts ••, Wits •••
Fast Reflexes (• to •••) Effect: Your character is “people who knows people”.
She can not only get in touch with the right people to do a
Prerequisite: Wits ••• or Dexterity •••
job, but she can get them at the best possible prices. When
Effect: Gain +1 Initiative per dot. hiring a service (p. 374), reduce the Availability score of the
Fast-Talking (• to •••••; Style) service by one dot.
Prerequisites: Manipulation •••, Subterfuge •• Fleet of Foot (• to •••)
Effect: Your character talks circles around listeners. She Prerequisite: Athletics ••
speaks a mile a minute and often leaves her targets reeling, Effect: Gain +1 Speed per dot, and anyone pursuing your
but nodding in agreement. character suffers a −1 per dot to any foot chase rolls.
Always Be Closing (•): With the right leading phrases,
your character directs a mark to say what she wants, when she
Giant (•••)
wants. This trips the mark into vulnerable positions. When a Effect: At Size 6, your character is massive and gains +1
mark contests or resists your character’s Social interactions, Health. She’s well over six feet tall, and crowds part when
apply a –1 to his Resolve or Composure. she approaches. Normally this is only available at character
creation, but bizarre curses could cause it as well.
Jargon (••): Your character confuses her mark using
complex terminology. You may apply one relevant Specialty Drawback: Buying clothing is a nightmare. Fitting into
to any Social roll you make, even if the Specialty isn’t tied to small spaces is difficult at best.
the Skill in use. Indomitable (••)
Devil’s Advocacy (•••): Your character often poses ar- Prerequisite: Resolve •••
guments she doesn’t agree with, challenging a mark’s position
and keeping him from advancing discussion. You can reroll Your character possesses an iron will. The powers of the
one failed Subterfuge roll per scene. supernatural have little bearing on her behavior. She can stand
up to a vampire’s mind control, a witch’s charms, or a ghost’s
Salting (••••): Your character positions herself so that gifts of fright. Any time a supernatural creature uses a power
a mark pursues a non-issue or something unimportant to to influence your character’s thoughts or emotions, add two
her. When your character opens a Door using conversation dice to the dice pool to contest it. If the roll is resisted, instead
(Persuasion, Subterfuge, Empathy, etc.), you may spend a subtract two dice from the monster’s dice pool. Note that this
Willpower point to immediately open another Door. only affects mental influence and manipulation from a super-
Patron’s Privilege (•••••): Your character takes ad- natural origin. A vampire with a remarkable Manipulation +
vantage of her mark’s greed or zeal. When the mark does Persuasion score is just as likely to convince your character
particularly well, it’s because your character was there to set to do something using mundane tricks.

Merits 111
Inspiring (•••) Mentor (• to •••••)
Prerequisites: Presence ••• Effect: Your character has a teacher providing advice and
Effect: Your character’s passion inspires those around her guidance, acting on your character’s behalf, often in the back-
to greatness. With a few words, she can redouble a group’s ground, and sometimes without your character’s knowledge.
confidence or move them to action. While Mentors can be highly competent, they want something
in return for their services. The dot rating determines the
Make a Presence + Expression roll. A small group of listen-
Mentor’s capabilities, and to what extent he aids your character.
ers levies a −1 penalty, a small crowd a −2, and a large crowd
a −3. Listeners gain the Inspired Condition. The character When establishing a Mentor, determine what the Mentor
may not use this Merit on herself. wants from your character. This should be personally import-
ant to him, and it should reflect the dot rating chosen. A one-
Interdisciplinary Specialty (•) dot Mentor might be incapable of dealing with modern society,
Prerequisites: Skill at ••• or higher with a Specialty and want to live vicariously through your character. This
Effect: Choose a Specialty that your character possesses might mean coming to him and telling stories of her exploits.
when you purchase this Merit. You can apply the +1 from A five-dot Mentor would want something astronomical, such
that Specialty on any Skill with at least one dot, provided as an oath to procure an ancient, cursed artifact that may or
it’s justifiable within the scope of the fiction. For example, a may not exist, to prevent a prophesized death.
doctor with a Medicine Specialty in Anatomy may be able to Choose three Skills the Mentor possesses. You can sub-
use it when targeting a specific body part with Weaponry, but stitute Resources for one of these Skills. Once per session,
could not with a general strike. the character may ask her Mentor for a favor. The favor
must involve one of those Skills, or be within the scope of his
Iron Stamina (• to •••) Resources. The Mentor commits the favor (often asking for
Prerequisites: Stamina ••• or Resolve ••• a commensurate favor in return), and if a roll is required, the
Effect: Each dot eliminates a negative modifier (on a one- Mentor is automatically considered to have successes equal
for-one basis) when resisting the effects of fatigue or injury. to his dot rating. Alternately, you may ask the Storyteller to
For example: A character with Iron Stamina •• can ignore have the Mentor act on your character’s behalf, without her
up to a −2 modifier brought on by fatigue. The Merit also knowing or initiating the request.
counteracts the effects of wound penalties. So, if all of your
character’s Health boxes are filled (which normally imposes a
Observance (••, Cult Only)
−3 penalty to his actions) and he has Iron Stamina •, reduce Effect: The cult engages in a particular rite every month
those penalties to −2. This Merit cannot be used to gain pos- at their sovereign’s tomb, reaffirming their dedication and
itive modifiers for actions, only to cancel out negative ones. strengthening their interpersonal bonds. Cultists participating
in these rites gain the Inspired Condition, and gain a +1 bonus
Language (•) to cult actions attempted within a number of days equal to
Effect: Your character is skilled with an additional lan- the cult’s Dominance. Mummies observing or participating
guage, beyond her native tongue. Your character can speak, in their cult’s observance regain a point of spent Willpower.
read, and write in that language.
Parkour (• to •••••, Style)
Choose a new language each time you buy this Merit.
Prerequisites: Dexterity •••, Athletics ••
Mummies, possessing an unnatural aptitude for language
acquisition, choose two languages. Effect: Your character is a trained and proficient free run-
ner. Free running is the art of moving fluidly through urban
Library (• to •••, Cult) environments with complex leaps, bounds, running tricks,
Effect: Your character has access to a plethora of infor- and vaults. This is the type of sport popularized in modern
mation about a given topic. When purchasing this Merit, action films, where characters are unhindered by fences, walls,
choose a Mental Skill. The Library covers that purview. On construction equipment, cars, or anything else the city puts
any extended roll involving the Skill in question, add the in their way.
dots in this Merit. Flow (•): Your character reacts instinctively to any ob-
You can purchase this Merit multiple times to reflect stacles with leaps, jumps, and scaling techniques. When in a
different Skills. foot chase, subtract your Parkour from the successes needed
to pursue or evade. Also, ignore environmental penalties to
Athletics rolls equal to your Parkour rating.

112 Chapter Three: Creating A Mummy


Cat Leap (••): Your character falls with outstanding Example: Penebui of the Mesen-Nebu has Professional
grace. When using a Dexterity + Athletics roll to mitigate Training (Alchemist) ••. Her player marks Crafts and Science
damage from falling, your character gains one automatic suc- as her Asset Skills and assigns Chemists and Librarians as her
cess. Additionally, add your Parkour rating to the threshold of Contacts. Upon achieving the third dot, Penebui adds Occult
damage that can be removed through this roll. Parkour does as a third Asset Skill and adds Occult (Alchemy) and Science
not mitigate damage from a terminal-velocity fall. (Metallurgy) as her Specialties.
Wall Run (•••): When climbing, your character runs Pusher (•)
upward for some distance before having to traditionally climb.
Prerequisite: Persuasion ••
Without rolling, your character scales 10 feet + five feet per dot
of Athletics as an instant action, rather than the normal 10 feet. Effect: Your character tempts and bribes as second nature.
Any time a mark in a Social interaction accepts his soft lever-
Expert Traceur (••••): Parkour is second nature for your
age (p. 192), improve his Impression as if he’d satisfied her
character. By spending a Willpower point, you may designate
Vice as well as moving the Impression up on the chart as usual.
one Athletics roll to run, jump, or climb as a rote action
(reroll all failed dice once). On any turn during which you Relic (• to •••••)
use this ability, you may not apply your character’s Defense Effect: Your character bears one or more relics (p. 214),
to oncoming attacks. with combined total ratings equal to the dots in this Merit.
Freeflow (•••••): Your character’s Parkour is now mus-
cle memory. She can move without thinking, in a Zen-like Renowned Artisan (•••)
state. The character must successfully meditate (p. 123) to Prerequisite: Crafts ••• with relevant Specialty
establish Freeflow. Once established, your character is capa- Effect: Your character is a master artisan of the crafts
ble of taking Athletics actions reflexively once per turn. By favored by their guild or that of their Arisen master. Once per
spending a point of Willpower on an Athletics roll in a foot chapter, you may reroll a mundane Crafts action related to
chase, gain three successes instead of three dice. the guild’s work, keeping the higher result. You also gain a +1
Professional Training (• to •••••) bonus to Social rolls interacting with members of this guild.
Effect: Your character has extensive training in a particular pro- Resources (• to •••••, Cult)
fession, which offers distinct advantages in a handful of fields. When Effect: This Merit reflects your character’s disposable in-
choosing this Merit, choose or create a Profession for your character. come. She might live in an upscale condo, but if her income
Mark the two Asset Skills on your character sheet. The advantages is tied up, she might have little money to throw around.
of Professional Training relate directly to those Asset Skills. Characters are assumed to have basic necessities without
Networking (•): At the first level of Professional Training, Resources.
your character builds connections within her chosen field. The dot rating determines the relative amount of dispos-
Take two dots of Contacts relating to that field. able funding the character has available. One dot is a little
Continuing Education (••): With the repeated efforts spending money here and there. Two dots is a comfortable,
in her field of choice, your character tends toward greater middle-class wage. Three is a nicer, upper-middle-class life.
successes. When making a roll with her Asset Skills, she Four is moderately wealthy. Five is filthy rich.
benefits from the 9-again quality. Every item has an Availability rating (p. 190). Once
Breadth of Knowledge (•••): Due to her advancement per chapter, your character can procure an item at her
in her field, she’s picked up a number of particular bits of in- Resources level or lower, without issue. Obtaining an item
formation and skill unique to her work. Choose a third Asset one Availability above her Resources reduces her effective
Skill, and take two Specialties in your character’s Asset Skills. Resources by one dot for a full month, since she has to rapidly
On-the-Job Training (••••): With the resources at her liquidate funds. She can procure items two Availability below
disposal, your character has access to extensive educational her Resources without limit (within reason). For example,
tools and mentorship. Take a Skill dot in an Asset Skill. a character with Resources •••• can procure as many
Whenever you purchase a new Asset Skill dot, take a Beat. Availability •• disposable cellphones as she needs.
The Routine (•••••): With such extensive experience in Retainer (• to •••••, Cult)
her field, she has honed her Asset Skills to a fine edge, and she’s Effect: Your character has an assistant, sycophant, ser-
almost guaranteed at least a marginal success. Before rolling, spend vant, or follower on whom she can rely. Establish who this
a Willpower point to apply the rote action quality to an Asset Skill. companion is and how she acquired him. Whether through
This allows you to reroll all the failed dice on the first roll.

Merits 113
a simple paycheck, because he owes your character his life, extreme thirst, while another feels the grit of sand beneath
or whatever other reason, your character has a hold on him. their fingernails. This sense doesn’t tell the character the
A Retainer is more reliable than a Mentor and more loyal nature of the disruption, but a successful Wits + Composure
than an Ally. On the other hand, a Retainer is a lone person, roll can lead them to the effect. Characters with this Merit
less capable and influential than the broader Merits. may attempt to Feel the Flow like mummies, using Wits +
Composure as their dice pool and substituting Willpower dots
The Merit’s dot rating reflects the Retainer’s relative
for Sekhem or Willpower points for Pillar costs. Mummies with
competency. A one-dot Retainer is mildly useful, mostly for re-
this Merit add their Wits and gain an exceptional success on
liably taking on menial tasks. Sometimes you don’t need to be
three successes instead of five when Feeling the Flow.
wowed; you just need to get a thing from point A to point B.
A three-dot Retainer is a professional in his field, someone Scapegoats (•, Cult Only)
capable in his line of work. A five-dot Retainer is one of the Effect: By shifting blame to others, the cult maintains its
best in his class. If a Retainer needs to make a roll, and it’s integrity. Once per story, instead of punishing or banishing
within his field, double the dot rating of the Merit and use it as the guilty during a mutiny, they may focus the cult on a new
a dice pool. For anything else, use the dot rating as a dice pool. target by assigning a new cult action. This clears only two
You can purchase this Merit multiple times to represent points of Fidelity damage, but maintains Reach and Grasp.
multiple Retainers.
Scorpion Cult Initiation (• to •••••)
Ritualistic Cult (•, Cult Only) Scorpion Cult Initiation reflects membership in cults ded-
Effect: The cult maintains a regular schedule of rituals icated to an Arisen or the Judges, and thus a valid character
and observances. These rites, performed in the Lifeweb of the target for the Rite of Investment. The dot rating dictates
mummy’s tomb, soothe and empower the Arisen soul. When standing: one dot is an initiate or lay cultist, two is a full and
meditating to regain Pillars during the cult’s rites, the mummy respected member, three is a priest or cultic enforcer, four is
adds the cult’s Dominance to their roll. a decision-making leader, and five is the hierophant or cult
leader. This Merit is not considered “cult only” as it affects
Safe Place (• to •••••, Cult) cultists rather than the cult.
Effect: Your character has somewhere besides her tomb she
In addition to standing, a Scorpion Cult Initiation Merit
can go where she can feel secure. While she may have enemies
offers benefits at each level of influence. The following is a sam-
that could attack her there, she’s prepared and has the upper
ple “standard” Cult Initiation, but the benefits of membership
hand. The dot rating reflects the security of the place. Equipment
varies widely depending on the nature and makeup of the cult:
represents the actual location, the luxury, and the size. A one-dot
Safe Place could simply be out of sight, out of mind, or feature Initiate (•): Initiates are instructed in lore of the Judge the
minor security systems. A five-dot could have a security crew, Arisen serves and the particulars of Iremite faith, or shepherded
infrared scanners at every entrance, or trained dogs. Each place towards being the eyes and arms of the cult and recognizing the
can be an apartment, a mansion, or a hidey-hole. secret ways of doing things. They gain either a specialty in Iremite
Religion for Academics or a Bureaucracy specialty in Politics.
A Safe Place gives all owners an Initiative bonus equal to
the total Merit dots while inside. Cultist (••): Full cult members must learn to speak, read,
and write in Iremic. They gain the Language Merit (Iremic)
Any efforts to breach the Safe Place suffer a penalty equal
free of charge. Cultists at this level are immune to Sybaris, so
to the Merit dots invested. If the character desires, the Safe
long as they faithfully follow the Doctrine of the cult.
Place includes traps that cause intruders lethal damage equal
to the Merit dots, or bashing damage equal to twice the Merit’s Wab (•••): Even the lowest priests, the wab, command
dots. The traps may be avoided with a Dexterity + Larceny significant cult resources. Spend two dots between Contacts,
roll, penalized by the Safe Place rating. Allies, Resources, or Retainers to reflect this. Additionally,
cult tasks personally overseen by a priest add a +3 modifier
Each instance of this Merit reflects a different place.
to rolls to generate Effort.
Sandglass (••) Hem-Netjer (••••): Sybaris does not touch the truly
Effect: The Sekhem flowing through your character’s soul loyal. On the other hand, long exposure to miracles robs them
has sharpened your perception of time. When encountering of their mystery. The hem-netjer (“servant of the god”) gains
unusual disruptions in time, such as mirages, time splinters, or the Witness (•••) Merit. Unlike the temporary protection
supernatural powers altering the temporal flow, your character to Sybaris afforded those who are full members, this Merit
perceives the distortion through a unique sensation. One feels persists past excommunication.

114 Chapter Three: Creating A Mummy


Tepi (•••••): Glory reflected still shines brightly, the Specialized Cultists (•, Cult Only)
hierophant is privy to many secrets of the mummy’s guild. Effect: The cult is well-trained in a single Skill. Whenever
The cult’s tepi (“first”) may use relics of the mummy’s guild they assist their mummy in tasks reliant upon it, the mummy
without suffering a drawback, as if they were the mummy. gains the 9-again effect on their roll. This Merit may only be
Secretive (•••, Cult Only) taken once.
Effect: With rituals performed in masks or darkened rooms, Storied (•, Cult Only)
the cult maintains strict anonymity among its members. Cultists Effect: The very idea of your cult is ludicrous, and any-
are only privy to the identities of cultists of equal or lower rank one attempting to shed light upon their secretive activities
in Scorpion Cult Initiation. Investigating an individual cultist’s becomes a laughingstock. Any rolls to discredit the cult’s
connection to the cult or its activities requires additional Clues enemies gain a +1 bonus.
equal to their rank in Scorpion Cult Initiation.
Staff (• to •••••, Cult)
Small-Framed (••)
Effect: Your character has a crew of workers or assistants
Effect: Your character is diminutive. He’s not even five at her disposal. They may be housekeepers, designers, re-
feet tall, and it’s easy to walk into him without noticing. At search assistants, animators, cheap thugs, or whatever else
Size 4, he has one fewer Health box, but gains +2 to any rolls makes sense. For every dot in this Merit, choose one type
to hide or go unnoticed. This bonus might apply any time be- of assistant, and one Skill. At any reasonable time, her staff
ing smaller would be an advantage, such as crawling through can take actions using that Skill, automatically garnering a
smaller spaces. Normally this is only available at character single success on minor, mundane activities. You may have
creation, but unnatural sorceries could cause it as well. employees without requiring the Staff Merit; Staff simply adds
Drawbacks: In addition to the lower Health, some people a mechanical advantage for those groups.
might overlook your character or not take him seriously.

Merits 115
Status (• to •••••, Cult) working alongside other cults or followers of the local belief
Effect: Your character has standing, membership, authori- system, the cult gains a +2 bonus to cult actions.
ty, control over, or respect from a group or organization. This Trained Observer (• or •••)
can reflect official standing, or merely informal respect. No
Prerequisite: Wits or Composure •••
matter the source, your character enjoys certain privileges
within that structure. Effect: Your character spent years in the field, catching
tiny details and digging for secrets. She might not have a
Status only allows advantages within the confines of the
better chance of finding things, but she has a better chance
group reflected in the Merit. Status (Organized Crime) won’t
of finding important things. Any time you make a Perception
help if your character wants an official, concealed-carry fire-
roll (usually Wits + Composure), you benefit from the 9-again
arms permit, for example.
quality. With the three-dot version, you get 8-again.
Status provides two major advantages. First, your character
applies her Status to any Social roll with those over whom True Friend (•••)
she has authority or sway. Second, she has access to group Effect: Your character has a true friend. While that friend
facilities, resources, and funding. Depending on the group, may have specific functions covered by other Merits (Allies,
red tape, requisitioning processes and particular resources Contacts, etc.), True Friend represents a deeper, truly trusting
available could limit this. relationship that cannot be breached. Unless your character
Each instance of this Merit reflects standing in a different does something egregious to cause it, her True Friend will not
group or organization. Each affords its own unique benefits. betray her. The Storyteller cannot kill a True Friend as part of
As you increase your dot ratings, your character rises in a plot without your express permission. Any rolls to influence
prominence in the relevant group. a True Friend against your character suffer a −5 dice penalty.
Once per story, your character regains one spent Willpower
Drawback: Status requires upkeep, and often, regular
by having a meaningful interaction with her True Friend.
duties. If your character does not uphold these duties, she may
lose the Status. The dots are not accessible until the character A mummy always recognizes their True Friend upon arising,
re-establishes her standing. In our Organized Crime example, leaving them untouched by their wrath. With a successful Presence
your character may be expected to pay protection money, offer + Empathy roll, penalized by the Arisen’s defining Pillar, the True
tribute to a higher authority, or undertake felonious activities. Friend can even pull the mummy from this mindless state.

Striking Looks (• or ••) Vestige (• to •••••)


Effect: Your character is stunning, alarming, commanding, Effect: The character possesses one or more vestiges (p.
repulsive, threatening, charming, or otherwise worthy of at- 216), with combined total ratings equal to the dots in this
tention. Determine how your character looks and how people Merit. Vestiges purchased through this Merit may resonate
react to that. For one dot, your character gets +1 on any Social with the character’s Anchors, if the player wishes.
rolls that his looks would influence. For two dots, it’s +2. Vice-Ridden (••, Cult)
Depending on the particulars, this might influence Expression,
Intimidation, Persuasion, Subterfuge, or other rolls. Effect: Your character is notoriously depraved, possessing
two Vices. Once per scene, he may regain one Willpower by
Drawback: Attention is a double-edged sword. Any rolls indulging whichever one he chooses.
to spot, notice, or remember your character gain the same dice
bonus. Sometimes, your character draws unwanted attention Virtuous (••, Cult)
in social situations potentially causing further complications. Effect: Your character strives for excellence, possessing
Sympathetic (••) two Virtues. The limitations of how many times she may
refresh Willpower using a Virtue remain the same, but she
Effect: Your character has a pitiful face, a well-honed sob may regain it from either one.
story, or is otherwise really good at letting others get close. At
the beginning of a Social maneuvering attempt (p. 191), you Wayward Cult (•••, Cult Only)
may accept a Condition, such as Leveraged or Swooned, to Effect: The cult has been misled about the nature of their
immediately eliminate two of the subject’s Doors. mummy and the Judges. Whenever the cult seeks to block
Syncretic (•, Cult Only) another cult, they gain a +2 bonus to Reach and Grasp.
Wayward cults also lack a Judge’s Doctrine, though by sacri-
Effect: The cult’s beliefs are a harmonized amalgam of ficing a dot of Dominance, they may claim a third Doctrine
Irem’s lore and the teachings of a local belief system. When of their mummy’s choice.

116 Chapter Three: Creating A Mummy


Drawback: When first recognizing a mummy leading single statement, such as, “On the eve of your twenty-seventh
another cult, the first action from the rival cult inflicts aggra- birthday, you will feast upon your doom.” It’s important to
vated rather than lethal damage to Fidelity. Further actions work out the details with the Storyteller. The curse must take
by this rival cult inflict lethal damage as normal. Without a effect within the scope of the planned chronicle.
Judge’s Doctrine, a cult only gains Cult Beats from the other While he knows how he’ll die, this is a liberating experi-
two, though the mummy freely reigns over them as he sees ence. He’s confident of the method of his death, so nothing
fit. If a third Doctrine is ever claimed, the mummy suffers a else fazes him. Gain a +2 on any Resolve + Composure roll
Descent roll for his arrogance every time the cult gains a Beat to face fear or self-doubt. Any time he takes lethal damage in
from the stolen Doctrine. his last three health boxes, take an additional Beat.

SUPERNATURAL MERITS Forbidden Rites (• to •••••, Cult)


Prerequisite: Library (Occult) ••, Ritual Sorcerer,
These Merits require that the character remain human
Sorcerous Knowledge •
(non-supernatural). These Merits disappear if the character
becomes a vampire, ghoul, mage, or any other supernatural Effect: Your character has collected details on more rites
character type. Per the Sanctity of Merits (see p. 105), these than he could possibly hope to learn, but with time, effort,
Merit dots can be reallocated. and sacrifice, they may still be attempted. Each dot in this
Merit is associated with a Closed Rite the character has not
Accursed Harbinger (•••) learned. Attempting to enact these rites from the available
Effect: Something about your character’s soul makes it resources is more costly and prone to failure. Performing the
difficult for curses to find purchase. Whenever he would ritual requires a Pillar point, a human sacrifice, or a fiend’s
acquire a passive curse, such as by touching a cursed relic, assistance in addition to any other requirements, and any rolls
reflexively roll Resolve + Composure. If successful, the curse to perform it suffer a −2 penalty.
remains passive, infecting the next valid target he touches Cults may take this Merit, but require a sorcerer with the
instead of the character. He may only have one curse held at other prerequisites to lead them in Closed Rites. With such
bay at any given time, and any additional curses affect him a sorcerer, the cult may engage in any of the Closed Rites
normally. This Merit provides no protection against curses known as a cult action.
actively directed at the character.
Grave Robber (•••••)
Clairvoyance (•••) Effect: Your character’s talent for stealing from the dead is
Effect: Your character can project her senses to another such that his touch doesn’t rouse mummies from their slumber.
location. She sees, hears, smells, and otherwise experiences Even stealing a relic from the tomb’s Lifeweb gives him a two-
the other place as if she were there. This ability requires a hour head start before the mummy arises, tainting a mummy’s
point of Willpower to activate, successful meditation, and a initial Clue when seeking the pilfered relic through kepher.
Wits + Occult roll. Drawback: If the grave robber steals more than one relic
Suggested Modifiers: Has an object important to the place from the same tomb at a time, the mummy arises with the
(+1), never been there (−3), scrying for a person and not Relentless Condition.
a place (−3), scrying for non-specific location (−4), spent
significant time there (+2), touching someone with a strong Laying on Hands (•••)
connection to the place (+1) Your character’s faith or force of devotion becomes a
Drawback: When choosing this ability, determine how wholesome force that heals the sick and mends injuries.
your character is able to scry. It may be through a crystal However, she takes some of those injuries upon herself by
ball, through a drug-induced trance, with esoteric computer proxy.
models, or any other reasonable method. She cannot scry Effect: By spending a Willpower point, touching the sick
without that tool or methodology. or wounded, and rolling Presence + Empathy, your character
may heal them. Every success heals two points of bashing
Cursed (••) damage, or one level of lethal damage. Three successes allows
Effect: Your character has run afoul of fate. Whether due for a single point of aggravated damage.
to a relic’s curse, a dying mummy’s malediction, dark rites, or Drawback: For every two points of damage healed (round-
other mysterious means, he’s been cursed. Most importantly, ed up), your character suffers a single point of the same type
he’s aware of the curse. When taking this Merit, define the of damage. Additionally, your character may heal diseases and
limitations of the curse. Usually, it’s expressed in the form of a

Merits 117
other ailments. The Storyteller assigns a target number of suc- important. Everything could mean the end of the world, the
cesses between one (the common cold) and ten (flesh-eating deaths of his friends, or other tragedies. If he misses an omen,
bacteria). This takes an extended action, and the character it might be the wrong one.
suffers a minor version of the illness. Once per game session, you can make a Wits + Occult roll
Lineal Inheritor (•••) for your character to interpret an omen in his surroundings.
For every success, ask the Storyteller a yes or no question
Effect: Whether raised in the cult or growing up without
about your character’s life, his surroundings, a task at hand,
knowledge of your origins, one of your character’s parents was
or the world at large. The Storyteller must answer these
indispensable to a Scorpion Cult. You inherited their invested
questions truthfully.
Pillar following their demise, gaining the advantages of being
an invested cultist. This Pillar may not be drawn away until Drawback: His ability becomes an obsession. Each time he
the mummy or their cult performs the Rite of Investment on reads a portent, he gains the Obsession or Spooked Condition.
the character. If invested, they may hold one additional Pillar Psychokinesis (••• or •••••)
point beyond their usual limit.
Effect: Your character has a psychic ability to manipulate the
Drawback: The dreams of the cult always lead them forces of the universe. Every type of Psychokinetic is different. For
toward you, which may also draw the attention of their allies example, your character might have Pyrokinesis, Cryokinesis, or
and enemies. If the mummy’s sahu was destroyed, the cult is Electrokinesis, the control of fire, cold, or electricity, respectively.
steadfast in their efforts to seize their sovereign’s future body. This is not an exhaustive list. He can intensify, shape, and douse
Medium (•••) his particular area of ability. With the three-dot version, some of
the given force must be present for him to manipulate. With the
Prerequisite: Empathy ••
five-dot version, he can manifest it from nothingness.
Effect: Your character hears the words and moans of the
Spend a point of Willpower to activate Psychokinesis,
dead. If he takes the time to parse their words, he can interact
and roll Resolve + Occult. Each success allows a degree of
with them verbally.
manipulation; choose one of the following options below. If
Your character has more than just a knack for knowing you intend to cause harm with the roll, subtract the victim’s
when ephemeral beings are lurking nearby; he can reach out Resolve from the Resolve + Occult roll. If characters should
and make contact with them. By conducting a ritual, medi- be harmed without a direct attack, for example, if they run
tating, or otherwise preparing to commune with the unseen, through a patch of flame, the three-dot version of the Merit
and succeeding at a Wits + Occult roll, he temporarily in- causes one lethal damage, and the five-dot version causes two.
creases the relevant Condition one step along the progression The Storyteller may rule that larger manifestations may cause
from nothing, to Anchor, to Open, and finally to Controlled more, if the situation calls for it.
(see p. 234 for more on Conditions as they relate to spirits).
The effect lasts until he spends a Willpower point, but if an • Increase or decrease the Size of the manifestation by
Influence has been used to progress the Condition further, 1.
doing so only reduces it by one step.
• Move the manifestation a number of yards equal to
Drawback: Speaking with ghosts can be a blessing, but your character’s Willpower dots times 2.
your character cannot turn the sense off, any more than he
can turn off his hearing. The character hears the words of the • Shape the force into a specific form. This may require
dead any time they’re present. Once per game session, usually an Intelligence + Crafts roll to form it into a detailed
in a time of extreme stress, the Storyteller may deliver a dis- or intricate shape.
turbing message to your character from the other side. You
must succeed in a Resolve + Composure roll or gain either • Attack a victim with the force. Allocate any number
the Shaken or Spooked Condition. of the rolled successes to cause harm. With the three-
dot Merit, Psychokinesis is a weapon causing one
Omen Sensitivity (•••) lethal damage. Psychokinesis is considered a two lethal
Effect: Your character sees signs and patterns in every- weapon with the five-dot version.
thing. From the way the leaves fall, to the spray of antifreeze
when his radiator pops, to the ratios of circumference on the • Use the force creatively. This is up to the situation and
shell he picked up on the sidewalk, everything has meaning. the force in question. For example, an Electrokinetic
With some consideration, he can interpret these meanings. may use his ability to power an electronic device briefly
This would be far better if he could turn it off. Everything is or to jumpstart a stalled automobile.

118 Chapter Three: Creating A Mummy


• Manifest his force. This only works with the five-dot
version. It manifests a Size 1 patch of the force. It may
spread or be enlarged with further successes.
Drawback: Whenever your character depletes his last
Willpower point, the Storyteller can call on his abilities
to manifest spontaneously. Resist this with a Resolve +
Composure roll, with a −2 penalty if his chosen force is
prominently featured nearby. For example, the penalty ap-
plies if a Pyrokinetic is locked in a factory with a hot forge.
This tends to happen during wildly inconvenient moments,
and in ways that usually cause more trouble than they solve.
With these wild manifestations, use of Psychokinesis does
not cost Willpower.
Psychometry (•••)
Effect: Psychometry is the psychic ability to read im-
pressions left on physical objects. Your character can feel
the emotional resonance left on an item, or can perceive
important events tied to a location with this ability. The
ability automatically hones in on the most emotionally intense
moment tied to the item.
Spend a Willpower point to activate Psychometry. The
successes scored on a Wits + Occult roll determine the clarity
of the visions. For each success, you may ask a single yes or
no question of the Storyteller, or one of the following ques-
tions. For questions pertaining to specific characters, if your
character hasn’t met the person in question, the Storyteller
may simply describe them.
• What’s the strongest emotion here?

• Who remembers this moment the most?

• Am I missing something in this scene?

• Where was this object during the event?

• What breaking point caused the event?


Suggested Modifiers: Character has read impressions
from this item before (−2), important event happened more
than one day ago (−1), more than one week ago (−2), more
than one month ago (−3), more than one year ago (−5), item
was used in a violent crime (+2), item is only vaguely tied to
the event (−2), spirits pertaining to the event are nearby (+3)
Drawback: Once per chapter, the Storyteller can force a
Psychometry vision any time an important place is visited, or
an important item is touched. This doesn’t require a roll or
a Willpower point to activate. The Storyteller can give any
information pertaining to the event in question. Additionally,
the Storyteller can impose one Condition relevant to the
event.

Merits 119
Ritual Sorcerer (•••) inopportune time. If the Storyteller calls for this roll and it
Your character has studied the magical secrets of the fails, the character activates Telekinesis in a quick, impressive
world, knows of rituals to evoke them, and, with time and display of the power. That use of Telekinesis is free. The player
effort, can learn them. can choose to automatically fail the Resolve + Composure
roll and take a Beat.
Prerequisite: Any Mental Attribute •••, Occult •••
with relevant Specialty. Telepathy (••• or •••••)
Effect: The Merit grants Sorcerous Rite slots equal to the Effect: Your character can hear surface thoughts and
character’s Resolve. You may fill one slot with either an Open read minds. With the five-dot version of this Merit, he can
Rite Mastery (p. 273) or a Closed Rite (p. 274). Other slots are broadcast simple messages to others’ minds. He hears these
“open”, waiting to be filled with rites the character encounters thoughts as if they were spoken, which means they can
during play. Filling a slot costs nothing, but a sorcerer can’t sometimes be distracting. He can only hear thoughts at the
swap a known rite for a new one. Sorcerers may not invent range he can normal conversation, regardless of any ambient
their own rites without the Sorcerous Knowledge Merit. noise (so a telepath can hear the thoughts of someone next
to him at a loud concert, even though he can’t actually hear
Sorcerous Knowledge (• to •••••) the subject talk, but cannot hear the thoughts of someone a
Prerequisite: Ritual Sorcerer football field away under quiet conditions). Spend a point of
Effect: Your character intensifies her study of hidden Willpower to activate Telepathy, and roll Wits + Empathy,
rituals and secret names, acquiring new slots beyond those minus the subject’s Resolve if the subject is unwilling. If
granted by her Resolve. The slot may be filled with an Open successful, the subject’s player must tell you the foremost
Rite Mastery or Closed Rite. With the Storyteller’s permis- thought on the character’s mind. Additional successes allow
sion, you may invent a new Closed Rite to fill this slot. Slots you to ask the subject’s player additional questions from the
gained through this Merit are automatically filled, since they following list. The questions can be asked at any time within
represent specific studies. A sorcerer may never have more the same scene. With the five-dot version, every success offers
dots in this Merit than dots in Occult. a single phrase the subject hears as if your character said it.
As before, these phrases can be communicated at any time
Sorcerous Prodigy (•••) during the same scene.
Prerequisite: Ritual Sorcerer, Sorcerous Knowledge ••
• What does your character want right now?
Effect: Your character learns and masters Open Rites with
ease. When filling a Sorcerous Rite slot with an Open Rite • What does your character fear most right now?
Mastery, each slot may hold two Open Rites. Closed Rites
still require an entire slot for each one. • What is your character hiding?

Telekinesis (• to •••••) • What does your character want mine to do?


Effect: Your character has a psychic ability to manipulate
• What does your character know about [relevant topic
the physical world with her mind. This means lifting, pushing,
at hand]?
and pulling objects. Fine manipulation is beyond the scope of
Telekinesis. By spending a Willpower point, she can activate • What turns your character on right now?
Telekinesis for the scene. Her dots in this Merit determine
her mind’s effective Strength for the purpose of lifting and • What’s something shameful or embarrassing about your
otherwise influencing her environment. character?
A Telekinetic can use her abilities to cause harm by lashing Drawback: Sometimes your character hears things he
out at threats. Each such “attack” costs a point of Willpower. probably shouldn’t. Once per chapter, the Storyteller can give
The dice pool to attack is Telekinesis + Occult, penalized by your character a message of terrible things to come. Perhaps he
the opponent’s Stamina. The attack causes bashing damage. overhears the mad, internal ramblings of a cultist in a crowd.
Alternatively, it can be used to grapple, with the Merit dots Maybe he hears a plot to hijack a plane. Maybe, just maybe,
representing the Strength score of the psychic. Any overpow- he hears the incoherent thoughts of the God-Machine. These
ering maneuvers require additional Willpower points. heard thoughts never just occur. They always happen when
Drawback: Any time your character suffers injury your character has something else, something important and
or intense stimuli, the Storyteller may call for a Resolve pressing going on. When this happens, the Storyteller gives
+ Composure roll to resist activating Telekinesis at an you a Condition such as Spooked or Shaken.

120 Chapter Three: Creating A Mummy


Thief of Fate (•••) CONSPIRACIES
Effect: Your character is a magnet for fortune and fate.
Conspiracies emphasize secrecy, organizing into easily
When she’s close to someone, she unintentionally steals their
detachable cells and communicating through encrypted
good fortune. If she touches someone, this Merit takes effect
channels. They often disguise themselves with the trappings
unless she spends a point of Willpower to curb the effect for
of organized crime, underground political groups, and mod-
a scene. In the same day, any failures the subject makes are
ern-day conspiracy theory. Its actions are often illegal or simply
considered dramatic failures. If she’s used this Merit at any
distasteful to society at large. Conspiracy cultists join in hopes
time in a given day, she gains four dice any time she spends
of gaining an advantage over other people.
Willpower to increase a dice pool.
Drawback: Once a victim of this Merit suffers a dramatic ENTERPRISES
failure, he hears your character’s name in the back of his mind.
This may inspire scrutiny. Enterprises emphasize utility, organizing into corporations
or non-profit groups. They operate in the open, employing
Unseen Sense (••) outsiders and maintaining relationships with the public. Its
Effect: Your character has a “sixth sense” for a type of super- actions are often legal, or at least tolerated by the public.
natural creature, chosen when you buy the Merit. For example, Enterprise cultists join either because they believe in the cult’s
you may choose Unseen Sense: Vampires, or Unseen Sense: disguised cause, or just to receive a hefty paycheck.
Fairies. The sense manifests differently for everyone. Her hair
stands on end, she becomes physically ill, or perhaps she has a cold TRIBES
chill. Regardless, she knows that something isn’t right when she is Tribes emphasize authority, organizing into rigidly hierarchal
in the immediate proximity of the appropriate supernatural being. systems directly controlled by its mummy. They may disguise
Once per chapter, the player can accept the Spooked Condition themselves as religions, but every Tribal cult knows exactly who
(p.359), in exchange for which the character can pinpoint where they are serving, even if they don’t know every detail. Its actions
the feeling is coming from. If the target is using a power that span the spectrum of legality and are always tinged in Irem’s
specifically cloaks its supernatural nature, however, this does not lost religion. Tribal cultists join to become a part of something
work (though the Condition remains until resolved as usual). bigger, to see a sliver of truth behind their mundane lives.
Witness (•••) Archetypes
Effect: While mummies debate whether the existence of
• Select an Archetype: Conspiracy, Enterprise, or Tribe.
Witnesses indicates the reincarnation of loved ones lost long
ago or souls of unusual qualities, your character only knows a
creeping sense of apprehensive wonder and illusive glimpses of STEP TWO: DOCTRINES,
events never experienced in this life. Your character instinc-
tively recognizes when she’s in the presence of the Deathless, VIRTUE, AND VICE
the Lifeless, or the Endless as though possessing the Unseen Doctrines are the uniting ideals and goals that keep the
Sense Merit. She also doesn’t suffer the usual effects of Sybaris. cult together through the ages. They are the foundation of the
Any time she would gain the Sybaris Condition, she instead cult, the ways the culture and morality of the Nameless Empire
experiences visions or dreams of times long passed or yet to remain alive. Faithful cults always have one Doctrine that is
come, gaining the Obsession Condition related to helping, an order directly from the mummy’s Judge (p. 55). Everyone
hindering, or learning about the mummy encountered. at the table should agree to a cult’s Doctrines.
Additionally, determine a Virtue and Vice for the cult,
CULT CREATION representing the overall nature of its cultists.

A t the beginning of a Mummy: The Curse chronicle, a


meret has at least one cult. This section is a step-by-step
process for creating a cult. If the meret has more than one,
Doctrines
• Choose Three: Determine three Doctrines for your
use this process for every cult the meret has. cult. One Doctrine is the Judge’s Doctrine, and must
be appropriate to the Judge the cult serves. Doctrines
STEP ONE: CULT ARCHETYPE must be actively worded, such as “We never harm those
we deem innocent,” or “Outsiders must fear our might.”
Determine the archetype of the cult. A cult has one of Mutinous Cults (p. 199) have no Judge’s Doctrine, and
three archetypes: so begin play with only two Doctrines.

Cult Creation 121


Virtue and Vice
• Choose Virtue and Vice: Determine the cult’s Virtue
and Vice. Cult Experience Costs
STEP THREE: ATTRIBUTES Spend the following amounts of experience to
improve the cult.
Cults use two Attributes: Reach and Grasp. These Attribute: 6 Experiences
Attributes represent the methods cults use to achieve their
objectives, and how effective they are at using them. Merit: 1 Experience
Dominance: 5 Experiences*
REACH
*Dominance may only be increased with Cult
Reach measures the cult’s spread throughout the world, Beats.
and its ability to use legal channels of manipulation.

GRASP
Grasp measures the cult’s ruthlessness, and its ability to
use illegal channels of manipulation. STEP FIVE: ADVANTAGES
Attributes Cults have two Advantages: Dominance, which represents
the level of both material and supernatural power a cult wields;
• Base Competency: The cult starts with one dot in and Fidelity, which represents the cult’s faith and morale.
Reach and Grasp for free.
Advantages:
• Conspiracy’s Cunning: A Conspiracy starts with +2
• Dominance: 1
Grasp.
• Fidelity: 5 + Lowest of Reach or Grasp.
• Efficient Enterprise: An Enterprise starts with +2
Reach.

• Tribal Totality: A Tribe starts with +1 Reach and +1


PILLARS
Grasp.

• Additional Dots: When taking dots in the Cult Merit


T he Arisen used their powerful souls to withstand the
Judge’s tests and return to the world of the living.
Mummies harness the Sekhem within their souls using the five
(p. 106), each new dot may be added to Reach or Grasp Pillars they contain: Ab (Heart), Ba (Spirit), Ka (Essence),
as desired. A single new dot in Cult cannot be applied Ren (Name), and Sheut (Shadow).
to both Reach and Grasp at once.
Effects of Pillars
STEP FOUR: MERITS • Rating: Pillars are rated from 1-5 dots. Pillars have a
maximum rating of 5, regardless of current Sekhem rating.
Cult Merits may represent either the quality and abilities
of a single important cult member or the collective quality and • Pillar Points: Mummies may spend a number of points
abilities of the whole cult. A cult’s Resources could either rep- per turn determined by their current Sekhem rating
resent the overall profit of a successful fiscal year or the deep (p. 160).
pockets of a high priest. Everyone should agree on whether a
Merit represents a cultist or the whole cult. USING PILLARS
All cults grant Scorpion Cult Initiation (p. 114) to its
Pillars enhance a mummy’s natural talents and empower
members. Assume that most cultists actively aware that they
their incredible Utterances through Pillar points.
are serving a cult have at least one or two dots in the Merit.
Merits Spending Pillar Points
• Physical Attribute Boost: Once per scene, spending
• Cult Merits: Choose seven dots worth of Merits.
Pillar points raises a single Physical Attribute by a
Chosen Merits must have the Cult or Cult Only tag.

122 Chapter Three: Creating A Mummy


number of dots determined by a mummy’s current • Meditation: Once per chapter, a mummy may spend a
Sekhem rating (p. 160). If a mummy has Physical scene in meditation, taking refuge in her memories and
Attribute 6+ at Sekhem 5 or below, Physical Attribute sense of self. The mummy’s player rolls her Memory as
increases are calculated with a starting Trait dot rating a dice pool, and each success provides one Pillar point
of 5. Effect lasts until the end of the scene. of the player’s choice. Willpower cannot be used on
this roll. If the mummy meditates in her tomb, add its
• Favored Attribute Boost: Once per scene, spending Geometry rating (p. 206) to the dice pool.
Pillar points from a mummy’s defining Pillar raises her
decree’s favored Attributes (p. 100) on a one-for-one • Vestiges: Cannibalizing vestiges (p. 213) provides 1
basis. If a mummy has Favored Attribute 6+ at Sekhem Pillar point per dot.
5 or below, favored Attribute increases are calculated
with a starting Trait dot rating of 5. Effect lasts until
the end of the scene.
AFFINITIES
• Seal the Flesh: Once per scene per Pillar, a player may
spend a point from any Pillar to heal a mummy’s body.
T he Arisen are filled to the brim with Sekhem. Each is so
soaked in this radiant life essence as to become a vessel of
fortune and power, and gains powerful Affinities that reflect
The mummy heals 3 points of bashing and 1 point of the holy energy of the Pillars of her soul. The Arisen do not
lethal damage per turn, for a number of turns equal believe this empowerment is an accident; the magic of the
to the Pillar’s rating. The mummy cannot die until Rite of Return shapes each mummy to serve as a channel in
the effect ends, even if the effect is unable to heal her this way, thus laying the foundations of each Affinity through
wounds. The player may only spend one point per Pillar its sorcery.
for this effect.

• Utterances: Spending the required amount and type


USING AFFINITIES
of Pillar points activates an Utterance. Many Affinities are innate and instinctive, girding the
Arisen with good luck, preternatural skill, or simple but potent
• Vessels: Spending one Pillar point from any Pillar magics that work at the mummy’s slightest will. The Arisen
activates a vessel (p. 209). do not need to actively invoke such Affinities; the blessings
are always present, always working to aid the mummy and
• Corpse Form: Spending a Pillar point reveals the
coax the threads of Fate to her favor.
mummy’s true sahu for a number of turns equal to the
Pillar’s rating, unless an Affinity or Utterance conceals Some Affinities have effects requiring the expenditure
it. This is a trigger for Sybaris (p. 202). of Willpower points to activate; these magics require a little
more focus and intent on the part of the Arisen. A mummy
RECOVERING PILLARS can spend any number of Willpower points on activating
Affinities each turn without counting towards the usual one
A mummy’s powers exhaust the soul, but the Arisen have Willpower point per turn limitation.
ways to refresh it.
Recovering Pillar Points GAINING AFFINITIES
A mummy manifests new Affinities naturally, usually
• Affirming Decree: A mummy has two signature
without conscious effort. As her Pillars grow stronger and
methods of regaining Pillar points as determined by
her soul waxes in righteousness, so does the power of the Rite
her decree (p. 39).
of Return shape itself around her being, drawing forth new
• Invested Cultists: A mummy may reflexively draw Affinities. Until faced with an appropriate situation in which
Pillar points from Invested cultists (p. 204). Drawn a mummy instinctively uses a new Affinity, she does not know
Pillar points may be placed in their corresponding Pillar that she has gained one.
to a maximum of the Pillar’s current rating. Affinities often have prerequisites pertaining to decree,
guild, or Pillar. A mummy can only acquire an Affinity for
• Lifeweb: As long as a Tomb has at least one relic which she meets the prerequisites.
attached to its Lifeweb (p. 206), a mummy receives
their Tomb’s Geometry in Pillar points at the start of
a chapter.

Pillars 123
SOUL AFFINITIES
S oul Affinities well up from the power of the mummy’s own
Pillars. An Arisen must have at least one dot in a particular
Pillar to be able to use Soul Affinities associated with it.
Advanced Actions
Whether due to Fate or other circumstances,
sometimes the outcome of an action seems in-
ALL evitable. When taking an Advanced Action,
the player rolls the dice pool twice. A Blessed
Entombed Glory Action keeps the best result of the two, while a
By spending one point of Willpower, the mummy adds the Blighted Action keeps the worst.
rating of her defining Pillar to her effective Sekhem rating Whenever other dice effects are in place, resolve
while within her tomb for the remainder of the scene. This Advanced Actions first. A Blessed Action with the
cannot raise effective Sekhem higher than 10, and does not rote quality keeps the best result of two rolls and
prevent consequences should the Arisen’s actual Sekhem then rerolls the failed dice on that roll. If a roll
drop to 0. would be both a Blessed and Blighted Action, the
two effects cancel each other out and it becomes
God King’s Scepter a normal roll.
The mummy is tightly bound to her cult, beyond the usual
threads of Fate and magic. She treats all dice pools that would
solely target members of her cult as Blessed Actions. She
benefits from the Affinity for any kind of action — attempts a Willpower point to ensure the interaction resolves swiftly
to inspire or terrify her followers, punishment or attacks, the in her favor if possible, Fate greasing the wheels to take a
invocation of magic or the practice of medical treatment, etc. tenth of the usual time to complete. This does not cover up
— but if the dice pool would also affect any characters who blatantly illegal or bizarre elements of a request or interaction,
are not members of her cult, she loses the bonus. but renders everyone in the process eager to please and quick
to make exceptions in the Arisen’s favor. It cannot be used
AB on the cults of other Arisen.

Bestial Majesty Death Mask


Natural animals see the mummy as a master and they do When the corpse form of the Arisen’s true sahu would
not attack her under any circumstances. Nor do they pay heed be revealed for any reason, she may choose to suppress the
to her presence unless she invites them to do so. The same is effect and maintain her normal appearance. If caused by un-
true of any of her cultists in her immediate presence. She adds leashing an Epic Utterance, it costs her a Willpower point to
her Ab rating to her Animal Ken rolls, and she may spend a do so. Furthermore, the Arisen may choose whether or not
point of Willpower to give an animal a short, single-sentence she causes Sybaris when making direct physical contact with
command which it understands and attempts to carry out to someone, and she does not suffer the Social penalties caused
the best of its ability. Failure results in the animal suffering the by the first and second tier Sybaris Conditions.
Berserk Condition for the remainder of the scene. Divine Countenance
Blessed Soul The Arisen can reinforce her Social Attributes by spending
By spending a point of Willpower, the mummy’s player Pillars in the same way as she can with her Physical Attributes.
makes one of her Social dice pools a Blessed Action. This She achieves an exceptional success on any roll using a rein-
Affinity’s effect applies to all further dice pools involving the forced Social Attribute with three successes rather than five.
same Social skill for the remainder of the scene. Soulsight
Crown of Wadjet By adding her Ab rating to Empathy dice pools, the Arisen
The Arisen bears a mantle of regal grandeur, her will can sense if someone within sight is Invested with Pillar points,
enacted with utter authority. She adds her Ab to Socialize has suffered soul loss, what stage of soul loss they may be at,
dice pools and to the permanent Fidelity of her cult. When or if they are possessed. She may spend a further Willpower
she interacts with a mortal organization, bureaucracy, or point to sense the Virtue and Integrity rating of a single target,
administrative process in its official capacity, she may spend or equivalent traits, and any mental or spiritual Conditions
that affect them.

124 Chapter Three: Creating A Mummy


Voice of Conscience • The animal has the damage resistance and healing rate
The Arisen’s voice rings true with an appeal to the righ- of the Arisen, and gains additional Health levels equal
teous heart of those who hear her, compelling them to action. to the Arisen’s Ba rating. The animal is considered an
The mummy adds her Ab rating to Social dice pools and social Inheritor for the purposes of Utterances and other
maneuvering rolls that appeal to or invoke a target’s Virtue. Affinities.
If successful with such a social maneuver, she may also spend
a Willpower point to open all remaining Doors.
Chariot of Judgment
The Arisen touches a transport vehicle — whether a lit-
BA eral chariot or a modern design such a motorbike, car, yacht,
helicopter, or the like — and spends a point of Willpower to
Auspicious Mastery designate it as her chosen steed. This binds the vehicle to
her, empowering it until it is destroyed or she chooses a new
By spending a Willpower point, the mummy’s player
vehicle. The vehicle gains the following traits:
makes one of her Mental dice pools a Blessed Action. This
Affinity’s effect applies to all further dice pools involving the • The vehicle only operates at the will of the Arisen, al-
same Mental skill for the remainder of the scene. though she may choose to have someone else pilot it for
her. It is completely unresponsive to would-be thieves
Beast Companion or hijackers. The Arisen may choose to exempt the
In each incarnation, the Arisen is accompanied by a vehicles from the effects of any of her Utterances; she
favored animal. She chooses a beast companion simply by may pilot a helicopter through a screaming hurricane
touching it, which binds it to her in loyalty; it remains such she conjured up without any difficulty at all.
until its death, whereupon the mummy may choose a new
animal. The chosen animal possesses normal characteristics • The vehicle adds the Arisen’s Ba to its Durability and
for its kind, with the following additions: to its dice pools to maneuver or pilot. Guided by Fate,
the vehicle may move at full Speed through any area
• The animal is immune to Sybaris and utterly loyal to the
where there is physically space for it to pass without
Arisen. It cannot be turned against her, commanded
any risk of collisions that the pilot does not wish; the
or magically bound by another character, or chosen by
Arisen’s transport weaves among hurtling mortal traffic
a different Arisen with this Affinity. When acting to
without danger.
execute her instructions or protect her, the animal’s
dice rolls are Blessed Actions. The Arisen can choose • The vehicle adds the Arisen’s Ba to the amount of
to exempt the animal from the effects of any of her damage it deals when ramming or striking, and reduces
Utterances. the amount of damage the vehicle itself takes from such
acts by the same.
• The Arisen can communicate telepathically with the
animal over any distance, and can reflexively ride the • The vehicle does not normally degrade, rust, or oth-
senses of the companion to see what it sees, hear what erwise require maintenance or fuel, and heals lost
it hears, etc. She may still benefit from any Affinities Structure at a rate of one point per hour. The Arisen
that augment her own perception when doing so. may spend a point of Willpower to summon the vehi-
cle to her current location; it collapses into scrap at
• The Arisen and the animal are always perfectly aware of
its current location, and reassembles itself out of the
one another’s relative location and distance. Spending
environment in the Arisen’s presence over the course
a Willpower point summons the animal immediately to
of a turn.
the Arisen’s location, appearing from round a corner,
emerging from the shadows, or otherwise adding itself Falcon Soul Aloft
to the scene in a manner appropriate to its species.
The Arisen can jump her full Speed in yards both horizon-
• When the Arisen spends Pillar points to reinforce her tally and vertically, even from a standing start. She has perfect
Attributes, she may choose to apply the same bonuses balance, and never falls or slips due to her own error even on
to the animal’s Attributes as well. Furthermore, if the the most treacherous of footings; if pushed or subjected to
Arisen can see the animal, she may treat it as the origin supernatural effects, she still ignores environmental penalties
point for her own Utterances. on dice pools for balancing. Unless she wishes it to, her weight
does not cause anything she steps on to break or trigger; she

Soul Affinities 125


can run along a narrow wire or tap dance across landmines triple it for a scene by spending a Willpower point. The Arisen
without danger. Finally, she reduces the damage she takes may also spend a Willpower point to treat an Instant action
from falling by her Ba rating, and extends this benefit to any that is neither an attack nor an Utterance as a Reflexive
person or object she holds. action instead.
Soul Infusion Wisdom of the Ancients
The Arisen can tap into the driving will of another’s soul, The Arisen reinforces her Mental Attributes by spending
transferring Willpower between them. She may use this Affinity Pillars in the same way as she does for her Physical Attributes.
on another character simply by touching them for a turn; if She achieves an exceptional success on any roll using a rein-
they’re unwilling, she must establish a grapple first. Each turn, forced Mental Attribute with three successes rather than five.
the Arisen may reflexively drain a point of Willpower from
the target. She may donate her Willpower points in the same KA
way, granting the target one point for every two full points she
loses — or for every one point if donating Willpower to one Anointed Prowess
of her cultists. Draining a character’s last Willpower point in By spending a Willpower point, the mummy’s player makes
this way, or attempting to drain a point when the target has one of her Physical dice pools a Blessed Action. This Affinity’s
none left, renders them comatose for the mummy’s Ba rating effect then applies to all further dice pools involving the same
in hours. Any given character can only gain up to 10 points of Physical skill for the remainder of the scene.
Willpower through Soul Infusion per day.
Dominating Might
Swift As The Sun The Arisen adds her Ka to her Initiative, to the armor
The Arisen retains her Defense against ranged attacks, piercing rating of her melee attacks, and to her Strength for
including firearms. She doubles her Speed at will, and may the purposes of lifting, moving, or damaging objects; when

126 Chapter Three: Creating A Mummy


damaging objects, she also ignores up to her Ka in Durability. grow, but instead the perspective of the world around her
When the mummy strikes a target with a melee attack, she shifts painfully to allow for her stature.
may spend a point of Willpower to inflict the Knocked Down
Tilt on them. REN
Enduring Flesh Amanuensis
The Arisen adds her Ka to her Athletics rolls (apart from The mummy adds her Ren rating to her Academics and
attacks), ignores up to her Ka rating in aggravated damage Expression rolls. She understands any mortal language she
caused by fire each scene, and always reduces aggravated encounters, speaking and writing the language of any person or
damage inflicted on her by supernatural sources by her Ka text present. This extends to technical or professional formats,
rating (to a minimum of 1). Furthermore, she is unaffected such as coding languages. By spending a Willpower point, she
by extreme environments and suffers neither damage nor may also extend it to occult or magic languages, such as that
penalties from naturally-caused Environmental Tilts. of spirits, for the remainder of the scene. The Arisen’s cultists
Guardian Wrath also benefit from the language comprehension, if she so desires.
The Arisen’s unarmed attacks deal lethal damage, and Blessed Panoply
their damage modifier increases by her Ka rating. Once per The Arisen’s tomb and possessions neither rot, suffer
scene, when she deals damage with a melee attack of any kind, from the passage of time, nor degrade from regular use, and
she may spend a point of Willpower to also inflict the Arm she can will herself and any objects she touches to become
Wrack, Blinded, or Leg Wrack Tilt on the victim. pristine and clean with a moment’s thought. She can im-
Living Monolith provise tools from even the simplest of objects, even if all
she has to work with are sticks or scraps, and never suffers
The Arisen always ignores wound penalties, and she gains
penalties for using improvised weapons or tools. She gains
additional permanent health levels equal to her Ka rating. Her
the 9-again quality on any dice pools using tools of any
cultists also ignore wound penalties while in her immediate
kind — whether attack rolls with weapons, Drive rolls with
presence.
a vehicle, or extended actions crafting objects. Her clothes
Retributive Curse and armor offer an additional point of general and ballistics
As a reflexive action, the Arisen spends a Willpower point armor even if they would usually grant none at all. All dice
to curse a character she can see so that their next dice roll rolls to damage, curse, or supernaturally ruin the Arisen’s
before the end of the scene becomes a Blighted Action. If used tomb or possessions become Blighted Actions, unless per-
immediately after a target inflicts an injury on the Arisen via petrated with the Arisen’s permission.
an attack or supernatural power, there’s no Willpower cost. Enlightened Senses
While the Arisen is meditating, unconscious, or dead, any
Possessed of spiritually enlightened senses, the Arisen ex-
dice pools to steal or harm her body become Blighted Actions.
periences existence through the lens of intensified sensation.
Whenever the mummy dies, any character or characters di-
She adds her Ren rating to her perception rolls, Craft rolls,
rectly responsible for the death suffer the Cursed Condition.
and Investigation rolls, and reduces range and concealment
Towering Perspective penalties when firing a weapon by the same amount. She is
The Arisen views the world from atop the pharaoh’s never surprised by an ambush or surprise attack. Finally, she
pyramid of power. As an intimidating tyrant, she sees bonds both perceives and physically interacts with beings in Neter-
of allegiance and possesses an iron grasp over petty notions Khertet, and can harm them with her unarmed attacks.
such as free will or perspective. She adds her Ka rating to her Familiar Face
Intimidation and Politics rolls, and by spending a Willpower
By spending a Willpower point, the Arisen improves her
point senses the highest-rated Allies, Contacts, and Status
Impression level with a single mortal by a number of steps
Merits of a single target she can see. Furthermore, she can
equal to her Ren rating for the remainder of the scene, making
spend a Willpower point to increase her apparent Size for
her seem friendlier and familiar. If used on a character with
the remainder of the scene by up to twice her Ka rating. This
whom the Arisen has no meaningful preexisting relationship,
Size change is magical, wrought by warped perspectives, and
the target believes the Arisen to be an old acquaintance of
does not change her Health — but otherwise has full effect,
positive nature, with a good history together that the target
allowing her to reach higher or climb over obstacles she might
has trouble recalling just at this moment.
have struggled with before. To viewers, she does not seem to

Soul Affinities 127


Godsight By Steps Unseen
The Arisen’s blessed sight adds her Ren rating to her The Arisen may always attempt to hide, no matter the
Occult rolls, and immediately reveals to her the Sekhem circumstances, and adds her Sheut to her Stealth for such dice
rating of any Arisen, Endless, or Judge avatar in sight. By pools. By spending a Willpower point, the mummy teleports
spending a Willpower point, the Arisen gains the ability to up to her Sheut × 10 yards as an instant action, moving to a
perceive supernatural beings and effects for the remainder destination within sight or that she has been to previously.
of the scene, and adds her Ren rating to Clash of Wills dice The destination must be unobserved by another sapient being,
pools to penetrate supernatural obfuscation, concealment, else she simply dissolves into black smoke and shadow and
illusion, or misdirection. reappears at her origin.
Radiant Life Force Deathsight
The Arisen’s very name blazes with radiant life energy. The Arisen’s deathly attunement allows her to detect
She adds her Ren rating to her Medicine rolls, and her touch whether someone is dead, undead, or has surpassed their
immediately stabilizes incapacitated characters from bleeding natural lifespan at a glance. She perceives and may physically
out. The natural healing rates of living beings present in the interact with beings in Neter-Khertet — including harming
scene progress twice as fast as normal; the Arisen’s own cult- them with her unarmed attacks. She adds her Sheut to her
ists also heal an additional point of bashing damage per turn Defense against the attacks of all such undead and Timeless
while in her presence, if she chooses to permit it. Finally, the beings other than Arisen. By spending a Willpower point, she
mummy may spend a Willpower point as an instant action to senses the Vice, Integrity rating, and Sheut rating of a single
end a single mental or spiritual Condition affecting her. Ending character she sees, or equivalent traits the target may possess.
a Condition in this way does not earn a Beat for resolution.
Grip of Death
Soul Threads The Arisen’s grasp is murderously potent and her unarmed
The Arisen may spend a Willpower point to forge magi- attacks inflict lethal damage. The mummmy may add her
cal connections to any characters of her choice she can see Sheut rating to dice pools when establishing or continuing
throughout the remainder of the scene. As long as the soul a grapple. Victims caught in a grapple with the Arisen are
thread remains, she is aware of the target’s exact location rel- supernaturally silenced, unable to vocalize any sound, and the
ative to herself, their general condition — including whether mummy inflicts her Sheut rating as a penalty on perception
they suffer damage or physical Conditions or Tilts — and rolls to notice the mummy or her victim while in this state.
their general emotional state. She always knows whether the She can also apply this penalty to perception rolls when in
character is aware of her own presence in a scene, and adds a non-violent grapple such as an embrace, bodily shielding
her Ren rating to dice pools to avoid the character’s notice. someone, etc. Finally, the mummy can rise to her feet from
The Arisen also adds her Ren rating to dice pools to reach the prone as a Reflexive action, even if struck with the Knocked
location of a threaded character, including working her way Down Tilt. If she does so when prone in a grapple, she also
past obstacles, avoiding security, or finding a viable path. Once brings her grappled victim up as well.
forged, a soul thread remains until the end of the story or until
the Arisen chooses to end it; she can maintain a number of
Opener of the Way
soul threads at a time equal to twice her Ren rating. The Arisen adds her Sheut rating to Larceny and Survival
rolls, and her actions never causes mundane traps or alarms
SHEUT to trigger unless she so desires. Spending a Willpower point
causes any door, lock, or barrier she touches to unlock and
Ancient Horror Unveiling open. If necessary, mechanical or electric parts activate to
The Arisen’s mastery over her Sybaris renders it both allow this action, even if they lack power. She may also use
subtle and potent. If she desires, she inflicts her Sheut rating this power to open supernatural gateways into other realms of
as a penalty on rolls to resist Sybaris. By spending a Willpower existence, such as a door to the Underworld. However, this
point, the mummy chooses a single character who can see Affinity does not give the mummy the ability to sense such
her, and reveal her monstrous nature to their gaze alone. otherworldly portals by itself.
The victim sees her corpse form for the rest of the scene, Scorpion Veins
and suffers from Sybaris. If the victim fails to resist it, the
The Arisen is immune to poisons and diseases, both
Arisen may choose to inflict either the Madness or Frightened
mundane and supernatural, as are any of her cultists in her
Conditions upon them.
immediate presence. As an Instant action, she may deal herself

128 Chapter Three: Creating A Mummy


one point of lethal damage to extract a single dose of venom or glamours. As an envoy, the bearer is protected; anyone who
from her flesh, enough to coat a weapon for one strike or wishes to attack them must spend a Willpower point the first
poison a single item of food. This thin ichor is a poison with time they do so in a scene. The wearer may spend a Willpower
Toxicity equal to the Arisen’s Sheut, inflicting the moderate point to inflict the Mute Condition on a character they can
Poisoned Tilt in combat. Delivered via contact, ingestion, see, once per scene. The Condition ends when the wearer or
or injury, she may also choose to exempt her cultists from its the victim leaves the other’s presence, or the wearer grants
effects. By spending a Willpower point when touching another the victim permission to speak again. If the mummy creates
character, the Arisen may draw poison out of them. The target a new amulet, the existing one loses its power.
immediately reduces the Toxicity of any poisons affecting
them by the Arisen’s Sheut rating, completely neutralizing
Nexus of the Soul
any that reach Toxicity 0. The mummy acts as the hub and nexus of his cult and
this Affinity always allows her Inheritors to act as his eyes
Voice of Temptation and ears. The Arisen is always precisely aware of the loca-
The Arisen’s voice resounds with the alluring call to tion of Inheritor cultists relative to herself and their exact
indulge one’s worst excesses, drawing forth the venom of sin condition, including whether they are wounded or distressed.
to the surface of those who hear her. The mummy adds her Furthermore, she may communicate with them mind-to-mind,
Sheut rating to Social dice pools and social maneuvering rolls transmitting her thoughts to one or more cultists as she de-
appealing to or invoking a target’s Vice. If successful with such sires and receiving their responses in clear conversation. By
a social maneuver, she may also spend a Willpower point to spending a Willpower point, she can ride the senses of an
open all remaining Doors. Inheritor cultist for a scene, perceiving what they see without
losing her own awareness.
GUILD AFFINITIES MESEN-NEBU AFFINITIES
C ertain Affinities are unique to the guilds and kept secret
within their ancient tradition. Arisen automatically
choose one of these Affinities during character creation, with
Divine Flesh
This Affinity allows the mummy to transmute her very
the only prerequisite being their membership of the associated flesh to an embodiment of the perfection her guild desires. The
guild. Like other Affinities, new Guild Affinities manifest mummy’s skin is always considered to have an armor rating of
naturally and form part of the mummy’s passive abilities. 1, stacking with armor worn. She may spend a Willpower point
to make her skin burnished or tarnished metal, increasing the
MAA-KEP AFFINITIES armor rating to 2 for the remainder of the scene. Any damage
she suffers from fire reduces by 2, and she takes no damage at
Affable Aid all from electricity or lightning. However, the awful majesty of
The mummy’s bearing and noble mien are the unmistak- this transformation invokes Sybaris in mortals witnessing it.
able hallmarks of their guild. They carry themselves with the
guile and craft of the subtle manipulator. Their words easily Hone the Soul
find their way into the hearts and minds of their friends, foes, Mastering the art of performing internal transformations
and marks alike, leaving an ineffable impression that rarely in herself and her cultists, the mummy temporarily increases
fades. The mummy adds 2 dice to Empathy, Persuasion, and their prowess in required fields. Once per scene, the mummy
Socialize dice pools. Once she has succeeded on a roll with chooses two dots from Skills she or one of her cultists possesses,
any of these skills against a particular target, all subsequent and replaces them in one or two alternative Skills on the same
rolls with any of these skills against that character gain the character until the end of the scene. A Skill cannot be raised
8-again quality for the remainder of the scene. above 5 dots in this way.
Amulet of the Envoy Almsman’s Tithe
The mummy speaks as an envoy with the wisdom and The mummy reaps the benefits of perfecting her cult and
authority of her guild. She can craft a magical amulet over investing the strength of her Pillars in them. Whenever the
the course of a scene, which acts as a conduit for her power. mummy wishes, they can drain two Willpower points from an
If worn by the Arisen or one of her Inheritors or Sadikh, it Inheritor and convert it into a Pillar point of any type, provid-
grants a 2 dice bonus to all Streetwise and Subterfuge rolls, ing the conversion doesn’t lead to the Arisen exceeding their
and radiates warmth when the bearer is within 50 yards of maximum Pillars or the Inheritor dropping below 0 Willpower.
Arisen of other guilds — even if they are disguised with magic

Guild Affinities 129


The Inheritor can be any distance from the mummy when their assertion, the Arisen still senses it as authentic, but she
this Affinity is activated; all the mummy has to do is utter their can pick out any lies or intentional misinformation. She may
name. When the Willpower drain occurs, the Inheritor gains then spend a Willpower point to crack any codes or reveal
the Broken (Persistent) Condition (see p. 348). any enigmas embedded in the media.

SESHA-HEBSU AFFINITIES SU-MENENT AFFINITIES


Eyes of Justice Fated Soul
The mummy’s sight cuts through deceit. She adds two The Arisen feels an overwhelming duty of care to the souls
dice to perception and Investigation rolls. She identifies of those she encounters, and her own soul stands strong. She
vessels with a glance, appearing in her vision with a corona adds 2 dice to Medicine and Occult rolls and to any dice pools
of burnished gold to her vision. She knows the dot rating of to resist magic or supernatural powers that might afflict her.
any such relic or vestige she sees. In the case of relic texts, she She is also entirely immune to any source of fear.
also learns the vessel’s story, power, and curse. If she spends
a Willpower point, for the remainder of the scene she can
Flesh-Culled Secrets
identify the nature of Lifeless or Endless on sight, and fur- The Shepherds, more than any other guild, revere the ghosts
thermore knows whether anyone she sees has killed a mortal of the departed, and the Arisen may exert some influence over
or sent a Deathless into death cycle — and whether this act the dead. She senses the location of human and animal remains
specifically took place since the last sunset. present in the scene, and by spending a Willpower point com-
pels earth, stone, or metal to yield them; bones rise up from the
Master of the Written Word soil, or bricks crumble away to reveal a hidden skeleton beyond
With this Affinity, the Arisen enchants her writings with them. With a glance, she can tell how a corpse or remains
the magic of Irem. She may cause any text she creates to died, including the kind of murder weapon used if they were
immediately fade and become invisible upon completion, killed, and accurately assesses their characteristics at time of
choosing an act or ritual — usually a specific gesture or pass- death such as height, weight, sex, whether they were healthy
word — that a reader must perform within a yard of the text, or diseased, etc. By spending a Willpower point, she also learns
either allowing that character alone to perceive the words or their name and something of their emotions during their final
making them reappear for everyone. She may also choose to days of life. If one of her cultists, she witnesses the last minute
render her writings comprehensible to any reader, regardless of the deceased’s life and the moment of their death as if from
of if they know the language she creates it in. By spending their eyes. Finally, she can sense whether the ghost of any corpse
a Willpower point, she can instill any statement she writes she touches still lingers in the world.
and genuinely believes to be true with urgency and sincerity.
Supernatural beings sense the sincerity of the statement,
Blazing Zeal
while a mortal reading the words must succeed on a Resolve The unshakable faith of this Arisen is a shining light to
+ Composure roll or else be compelled to follow any warn- her followers and a terrifying sight to her foes. While present
ings contained therein for the remainder of the scene (such in the scene with her, the Arisen’s cultists are immune to fear
as “Danger ahead, do not proceed”). Finally, she can spend a and add 2 dice when rolling to resist supernatural effects or to
Willpower point as an Instant action to copy a written work stay conscious from their injuries. The mummy’s Inheritors and
she’s touching or can fully recall, reproducing its content ghost cultists always benefit from these effects even when apart
in a suitable receptacle she touches. This works on digitally from her. As an Instant action, the mummy may intone a curse
stored texts as well as conventionally printed ones, and can in Iremic and spend a Willpower point to force all mortals gazing
copy works onto blank paper, stone, metal, data storage, or upon her to flee for turns equal to her defining Pillar rating.
other appropriate formats.
Loremaster’s Guile
TEF-AABHI AFFINITIES
The mummy adds 2 dice to her Academics, Politics, Model Lifeweb
and Science rolls. When the Arisen examines any sample The mummy is sensitive to the flow of Sekhem surrounding
of writing, film, or other media, she senses whether it is real her, making her highly proficient in manipulating its flow. She
or a forgery, whether it contains any codes, and whether the adds 2 dice to Craft and Expression rolls, and automatically
creator was sincere and honestly believed in any assertions or detects any hidden alcoves, doors, spaces, or traps present
claims it makes. If the creator was deceived or simply wrong in in her immediate vicinity. She does not automatically sense

130 Chapter Three: Creating A Mummy


hidden or concealed characters, but her normal perception helping each other or the Arisen, and treat such rolls as
rolls can be used to detects even those hiding their presence Blessed Actions when the purpose is the creation of art or
via supernatural means. By spending a Willpower point when structure. Costing a Willpower point, she may as an instant
touching an object, the Arisen senses the object’s intended action cause two of her Inheritors or Sadikh to swap locations
purpose and gains an image of the object’s creator. If the object with each other one. They may only carry immediate personal
is a vessel, she instead gains an image of its last bearer, and possessions with them (e.g. a weapon or some small tools, but
may track them as if they were the vessel itself via kepher (see not a heavy backpack), and a given character can only be
p. 212) for as long as she retains hold of it. translocated once per scene in this way.
Guardian Statue
The mummy can craft a small protective statuette in the
UTTERANCES
image of another character. Crafting the statuette takes a
scene, requires appropriate materials, and costs the Arisen a
single Willpower point to enchant it in the process. While the
U tterances are sacraments hidden within the signs of
the world, rituals folded into the earth and sea and sky
during the act of creation. Sekhem washes over them and
character has the statuette of them on their person, the next through them, awaiting only the expression of an immortal
time they suffer damage from an attack, all harm from the blow soul to unleash a miracle; and they can only be described as
glances off and is diverted into the figurine instead, immediately miraculous. Utterances are rarely subtle, rarely mistaken for
destroying it. The Arisen can empower a number of guardian anything other than an act of divinity. With access to these
statuettes of up to her defining Pillar rating at any one time. sacraments encoded within the Rite of Return, the Arisen
are forevermore able to unfold the world, striding as did the
Nest of Dolls gods in the beginning.
As if clay dolls arranged by her hand, the Arisen treats Yet they cannot do so with complete freedom. Indeed,
her Inheritors and Sadikh as extensions of her will. Such Utterances are a glittering lure for the Arisen. Only the
characters gain the 8-again quality on teamwork rolls when

Utterances 131
cycles of Descent and repose provide the means to access the Sybaris: Utterances invoke Sybaris in mortal viewers on
mightiest expressions of their Utterance. When Memory rises the turn the Arisen unleashes the power, unless they have
and Sekhem drops, the Arisen lose the ability to unleash the the Subtle keyword.
energies of creation with their Pillars. Words Beyond Sound: Mummies can have their tongues
ripped out, be exposed to the scouring sands of Mars, or have
LEARNING UTTERANCES their mouths filled with molten lead — their soul speaks the
Utterances are learned not from sacred texts and words of the Utterance, and not with anything as profane as
fragments of elder magics but from careful study of humanity breath. Utterances may be unleashed regardless of environ-
and  heka flows (and, sometimes, from someone else’s hard mental conditions, the Mute Condition, the Grip of Death
work of thousands of years ago preserved in sacred texts and Affinity, or any other silencing effect.
fragments of elder magics). The secret miracles hidden inside Unique Expression: While Utterances are miracles folded
the world during its earliest epoch can only be determined by into the world, they are each unique, and every Arisen’s ex-
rigorous study and magical experimentation. pression of an Utterance is different. One Arisen’s Wrathful
System: The mummy enters into an investigation (see Desert Power may generate luminous golden grains of sand
p. 193) with a Scope defined by the highest Pillar rating of from the Caribbean, while her fellow guildmate’s is the jet-
the Utterance she’s trying to learn. Each roll has an interval black volcanic sand of Hawaii.
of one chapter, and may be rolled not only as a continuous in-
vestigation, but as a flash of insight following a dramatic event UTTERANCE KEYWORDS
that gives clarity to the mummy’s search. As the mummy’s Curse: If a mummy is forced into a death cycle as a result
discovered Clues cross each Tier of Utterance’s requirements, of another’s actions, whether direct or indirect, he may curse
they learn the Tier and may unleash it at will. his killer with this tier of the Utterance. This Reflexive un-
leashing costs no Pillars, but otherwise follows normal rules
STRUCTURE AND COST for unleashing, save that the mummy may select multiple
Each Utterance comprises three tiers of power. Each tier targets if they shared the deed of slaying the Arisen, unless
may be used by any mummy with the requisite Sekhem rating the curse affects an entire area rather than individuals. Only
to unleash a tier. one Utterance may be unleashed by a death cycle.
Utterances have Pillar ratings described in their effects, Epic: Unleashing these Utterances blasts away the illusion
which always use three different Pillars. An Utterance may of life surrounding the mummy’s sahu for the remainder of the
use Ab for the first tier, Sheut for the second, and Ba for scene, as well as emanating Sekhem across a vast area (Sekhem
the final tier, for example. If a mummy doesn’t meet a tier’s rating in miles across). Anyone succeeding at a Wits + Occult +
Pillar minimum, she may still use the tier, but without the Sekhem roll can identify the target and effects of the Utterance.
additional Pillar effect described in the tier. Pillar require- Potency: These Utterances are particularly efficacious and
ments always follow two patterns — 1, 2, 4, or 1, 3, 5, with difficult to resist. Subtract Potency from any benefits conferred
the latter being slightly stronger, more efficacious, or more by Supernatural Resistance. For example, a tier with Potency
spectacular Utterances. These also comprise the Utterance 1 used against a vampire with Blood Potency 3 would only let
levels that a mummy may unleash as determined by her the vampire add two dice to resist the unleashing. Mummies
Sekhem rating. are unaffected by Potency, a consequence of sharing similar
In most cases, unleashing an Utterance is an instant ac- magics.
tion. Some tiers may be unleashed reflexively, while others Subtle: Unleashing the Utterance neither reveals the
may only be unleashed in specific conditions. Mummies must mummy’s sahu nor imposes Sybaris.
spend one Pillar of any type to unleash an Utterance’s first
tier. The second and third tiers require a Pillar point of any CLASH OF WILLS
type and one point of the specific Pillar cited in the Utterance.
When two mummies bring their powers to bear against one
another, it’s not always clear which ability trumps another.
SPECIAL RULES Likewise, an Utterance may have effects that oppose the ef-
Early Termination: The Arisen can reflexively terminate fects of a werewolf’s Gift or a mage’s spells. When the effects
any single unleashing by expending one Willpower point. If an of supernatural abilities clash in this way, it’s a Clash of Wills.
Utterance states a secondary or alternate condition to termi- Each player involved rolls his character’s Sekhem + rat-
nate the Utterance, give that condition priority over this rule. ing in the appropriate Pillar, using the defining Pillar if the

132 Chapter Three: Creating A Mummy


Tier 1
Although they are known as Deathless, the hands of a
mummy can reach the dead as well as the living. By infusing
The Tone is Pharaoh a vessel with a flicker of Irem’s undying light, the Arisen ani-
Rivers of blood, swarms of vermin, thunderstorms mates a corpse’s decayed mind and the fragmented memories
of hail and fire; look to the Ten Plagues of Egypt held within it for the remainder of the scene. The mummy
and see the might of Sekhem unleashed. may ask the corpse as many questions as they wish on one
subject of their choice, receiving the information as moments
If Affinities are subtle emanations of the immortal of the deceased creature’s memory. The corpse can only give
fivefold soul, Utterances are the unsubtle hammer
of the gods. They are miracles, without question – information it knew while alive.
manifest signs unable to be explained by science Ba: With a Ba Pillar rating of 1 or higher, the Arisen may
or nature, transgressions against natural law to question the corpse about any number of subjects with which
express the mummy’s dominance and the futility it was familiar in life.
of resistance. They are not meant to be explained,
and are not explainable — the deep and abiding Tier 2
waves of Sybaris wracking an urban populace Calling to a departed spirit is a mere parlor trick for the
stymie any attempts to hunt the mummy down or Arisen unleashing this tier. She suffuses the vessel with
find an appropriate natural rationalization. Life something darker and alien to its original function. Reaching
returns to normal afterwards, though heavier with into the depths of her own shadow, the Deathless invests the
languor. The memory of revelation is often trau-
corpse with a shard of its energy, causing it to rise and serve
matic, so the thoughts and deeds of mortals strive
to avoid remembrance of how a strange and for- its master’s every whim. Without instruction, the Lifeless
eign religion invaded their day-to-day. creature exists only to destroy and attacks any living thing
it encounters other than the Arisen’s cultists, unless ordered
otherwise. While limited in scope, these animated thralls
serve as useful labor for tasks unsuitable for more fragile and
valued cult members or as relentless killers, set to hunt down
appropriate Pillar is unclear. Whoever scores the most success- Irem’s enemies.
es wins; his power takes effect as normal while the conflicting Sheut: An Arisen with a Sheut Pillar rating of 3 or higher
effects fail. Ties reroll until one player has accrued more suc- may raise a number of thralls up to their rating in this Pillar
cesses than all others. A character only spends a Willpower with each unleashing. They can also spend a Willpower point
point on the Clash roll if he and his opponents are physically to renew the Health of a single thrall to full, reinvigorating
present, and he is aware that abilities are in conflict, which the crumbling vessel with their undying will. As a death curse,
may require magic. Other supernatural creatures have their all bodies within one mile rise up as undirected, uncontrolled
own dice pools for Clashes, detailed in their respective books. thralls.
Long-lasting effects add a level of supernatural endurance,
per the following table. Tier 3
The purest expression of the power of the Arisen is to call
another soul from the grave, defying nature and the progress
Modifier Duration of linear time to perform an act of resurrection. The Arisen
+1 Effect would last a day touches the remains or ghost of a dead human or animal and
calls their name aloud. The target immediately returns to life
+2 Effect would last a week
with all wounds healed; a corpse restores its vital essence,
+3 Effect would last a month while a ghost regains the physical form possessed before its
+4 Effect would last a year demise. The mummy may choose to wrap the resurrected
character in traditional funerary linens or don whatever
clothes they wore at the moment of their death.
AWAKEN THE DEAD The character is truly alive and possesses all their memo-
ries and capabilities, but even this miracle can only deny the
Tier 1: Ba • (Subtle); Tier 2: Sheut ••• (Curse); Tier
grasp of death for so long. After one full story, the character
3: Ren •••••
crumbles to dust and dies for good. A character cannot be
resurrected by this Utterance a second time.

Utterances 133
Lifeless Thrall
The second tier of Awaken the Dead animates human jaws have a damage modifier of 1 and inflict lethal
or animal corpses. A human corpse has the following damage. Although the thrall permanently suffers this
statistics and powers: hunger’s grip, any meat devoured simply sloughs
through their rotten stomach, leaving a trail of bloody
Attributes: Strength 7, Dexterity 2, Stamina viscera in the thrall’s wake.
5; Presence 1, Manipulation 1, Composure 2;
Intelligence 1, Wits 1, Resolve 2 As One: The thrall cannot be reasoned with and un-
derstands only commands given to it by its creator or
Skills: Athletics 2, Brawl 3 by the Arisen’s Inheritors, if she chooses to grant that
Willpower: 4 authority to them. If commanded to speak, it speaks
only the words instructed in a rasping, grating whis-
Initiative: 4 per. Thralls are immune to any form of mind control
Defense: 3 or influence save their master’s command. The Arisen
treats her thralls as cultists for the purposes of her oth-
Speed: 14 er supernatural powers.
Size: 5 Living Vibration: Thralls sense when living crea-
Health: 10 tures are near with a +3 bonus on perception rolls
(for a total of 6 dice), unaffected by cover, conceal-
Crumbling: Thralls cannot heal damage normally, ment, or even the Blinded Tilt.
slowly turning to dust from the strain of their own ani-
mation. They suffer 1 point of bashing damage each Lifeless Vigor: Animated by a single purpose, the
full day they spend outside the mummy’s own tomb. thrall wields the full, unfettered strength of the undead.
When destroyed, the thrall collapses to dust. They don’t sleep or become fatigued, and require no
air, food, or drink. They cannot be poisoned, ignore
Taste the Living: Thralls hunger for living flesh wound penalties, never fall unconscious, and have
and can bite without establishing a grapple. Their the Arisen’s damage resistance.

If unleashed in conjunction with the second tier, the in- Attributes or Skills of the player’s choosing. However, the
dividual rises as a thrall, but with the full Mental and Social player may choose to apply the rote quality after she rolls the
Attributes, Skills, and communicative capabilities of the dice and sees the result of that initial roll. This tier of the
deceased. They suffer the hunger and decay of the body with Utterance cannot be unleashed more than once per scene,
complete awareness, but can utilize their own ingenuity and but once unleashed the blessing remains until it is used or the
command other thralls when fulfilling their master’s commands. end of the story, whichever comes first.
Ren: Those resurrected by Arisen with a Ren Pillar rating Ren: With a Ren Pillar rating at 1 or higher, the Arisen
of 5 survive until injury or natural causes end their life. They can unleash this Utterance up to twice per scene.
still cannot be resurrected by this Utterance a second time.
Tier 2
BLESSED IS THE GOD-KING As the vessel of Fate, the Arisen is a conduit for its bless-
ings and bestows them upon the righteous and the worthy.
Tier 1: Ren • (Subtle); Tier 2: Ab ••• (Subtle); Tier 3: The mummy may unleash this tier to impart good fortune
Defining ••••• (Epic) upon a mortal who can see her. Whenever that character
Tier 1 would spend Willpower to enhance a dice pool, it becomes
To the Arisen, Fate is both master and slave. Surrendering a Blessed Action. This blessing remains until the end of the
to and demanding from the twisted paths of Fate, the mummy story. If the mortal is one of the mummy’s cultists, the dice
draws forth a potent blessing. Invoking the Utterance grants pool also gains the 8-again trait, and achieves an exceptional
the Arisen the rote quality on a single dice pool based on success on three successes instead of five.

134 Chapter Three: Creating A Mummy


Ab: With an Ab Pillar rating of 3 or higher, the Arisen may • If the Arisen’s defining Pillar is Ba, she treats her
choose to bestow the blessing on every mortal character who Initiative score as one higher than the highest Initiative
can see her, although if she does so, each blessed character rolled for any character in the scene, and may apply
only benefits from the effects on the first dice pool they spend her Defense against attacks that would usually deny it.
Willpower to enhance.
• If the Arisen’s defining Pillar is Ka, she regenerates a
Tier 3 single point of lethal or bashing damage from her health
By unleashing this Utterance, the Arisen draws on the track each round.
power of her Judge to unleash true divine power through her
form, becoming an avatar of Judge and gods for the remainder • If the Arisen’s defining Pillar is Ren, she reduces the
of the scene. This transformation empowers the Arisen with cost of a single Utterance each round by one Pillar
the following benefits: point.

• The Arisen physically transforms, increasing her Size • If the Arisen’s defining Pillar is Sheut, any character
and all of her Attributes by 2, which may raise them injured by her divine weapon also suffers the grave
above 5. Either her head transforms into the animal Sick Tilt, and she gains partial concealment against
associated with her decree, or her body metamorphoses all attacks.
into a representation of her Judge.
DREAMS OF DEAD GODS
• She is treated as having Sekhem 10 for the purposes of
reinforcing Attributes with Pillars and inflicting Sybaris Tier 1: Ba • (Curse); Tier 2: Ka •• (Curse, Potency 2);
on witnesses of her divine form. Tier 3: Ab •••• (Subtle)

• She may manifest a divine weapon, such as a khopesh Tier 1


or flail, as a reflexive action. The weapon has no The timeless power of the Judges of Death slumbers
Initiative penalty, a damage rating of 3L, and the within the Arisen, awaiting only the taste of sweet Sekhem
8-again quality. to awaken. With this Utterance, the mummy awakens that
same divinity in others. The mummy doesn’t choose who is
• Taking a hostile act against the Arisen requires a affected by this power. They need only define a specific task
character to first spend a Willpower point. After paying they need completed and unleash the Utterance; Fate chooses
this price once, they are freely able to act against the the afflicted. If the task as defined is impossible to complete,
mummy for the remainder of the scene. the mummy is refunded the cost.
• The Arisen may choose to immediately end the Afflicted dreamers suffer the Dead Dreamer Condition.
Utterance upon suffering damage from any source, Each time they slumber, they are plagued by nightmares of
reducing the amount of damage suffered to one point. Duat and the horrifying futures awaiting them: scorpions
This does not alter the severity of that point of damage; scrabbling at their souls, loved ones embracing others and
lethal damage remains lethal, etc. forgetting them, crying out in agony as their futures are torn
asunder in smoke and shadow. These visions haunt them
The Arisen may also extend this empowerment to all even during waking hours, pushing them to fulfill the task
Inheritors that are present in the scene and who are invested set before them or perish in torment. The duration lasts until
with her defining Pillar. They undergo a lesser form of the every dreamer resolves the Condition. If unleashed during a
transformation, increasing their Size and all Attributes by 1, death cycle or in henet, the mummy pays the cost immediately
manifesting a divine weapon, and gaining the damage resis- upon arising.
tance of an Arisen. The Arisen may choose one of her Soul When unleashed as a death curse, the mummy bestows
Affinities linked to her defining Pillar, allowing the Inheritors the task directly upon their killer.
to benefit from it as if they possessed it while transformed.
Ba: With a Ba Pillar rating of 1 or higher, those afflicted
Defining Pillar: The Arisen gains an additional benefit by the mummy with the Dead Dreamer Condition gain two
from this tier if her defining Pillar rating is five. additional Blessed Actions per chapter.
• If the Arisen’s defining Pillar is Ab, she treats her
impression for social maneuvers as Perfect.
Tier 2
Terror pervades the dreams of death, but romance does
as well. The mummy unleashes this Utterance upon any

Utterances 135
The player chooses one of three effects for the Arisen’s
overwhelming aura of dread majesty, affecting all mortal
characters beholding her as follows, though she may choose
Dreams of Duat to exempt her cultists:
Ruin: Victims gain the Broken Condition.
All mummies carry this Utterance with them.
Combined with Sanctity of Merits and the spe- Love: Victims gain the Swooned Condition toward the
cial rules for reserving a single dot of Cult, this Arisen.
Utterance is ideal for reconstituting a mummy’s Grandeur: Victims gain the Awestruck Condition toward
Cult following its complete destruction. If the char- the Arisen.
acters are cultists, an interesting start to a chroni-
cle may bring together a disparate and disjointed Ab: With an Ab Pillar rating of 4 or higher, the aura lingers
group of individuals all plagued by the same di- for the entire scene and affects anyone beholding the Arisen
vine burden to murder a willing supplicant and throughout that time, rather than only affecting those behold-
resurrect the mummy. ing the Arisen in the moment the Utterance is unleashed.

DUST BENEATH FEET


Tier 1: Ba •; Tier 2: Ka ••• (Curse); Tier 3: Sheut
character, mundane or supernatural, they have interacted ••••• (Curse, Epic)
with in the past week, filling the target’s slumber with images
of the mummy cloaked in dread or splendor. Tier 1
Dice Roll: Manipulation + Ka + Sekhem vs. Resolve Wrought from dust, given breath by the Rite of Return,
+ Sekhem the Arisen bears the weight of the ages and shares it with the
earth and the stone. By unleashing this Utterance, the Arisen
Action: Instant
attunes herself to the dust and the soil, gaining the following
Duration: Until the Condition triggers or the end of the benefits for its duration:
story
• She suffers no damage from falling, her flesh becoming
Roll Results as dust upon the moment of impact and immediately
Success: The mummy may inflict the Charmed or reassembling itself.
Frightened Condition upon the target, triggered when they
next behold the mummy’s visage, be it a static or electronic • She suffers no damage and no penalties from earth-
image or in the divine flesh. If using social maneuvering, this quakes, landslides, and other earth-based disasters,
removes one Door. including any environmental Tilts they impose.
Exceptional Success: The mummy’s power leaves a lasting • She can move through objects made of earthen materi-
impression on the target, removing one additional Door on als, traveling at up to her Speed through soil, dust, stone,
social maneuvering. concrete, etc. The material closes in her wake, leaving
Failure: The dreams of the target remain undisturbed. no trace of her passage. Carried and worn possessions
Dramatic Failure: The mummy becomes obsessed with come with her, but she cannot bring passengers.
the target and gains the Obsession Condition.
• With a word, she can form loose earthen material
Ka: With a Ka Pillar rating of 2 or higher, as soon as the present in the scene to form itself into ancient Iremite
target resolves the Charmed or Frightened Conditions, they garb of majestic appearance.
receive the Swooned or Shaken Conditions respectively.
The effects of unleashing this tier last for a scene, or indef-
Tier 3 initely as long as the mummy remains in her tomb.
Speaking words of love, of hate, and of majesty, the Ba: With a Ba Pillar rating of 1 or more, the Arisen can
mummy unleashing this Tier may completely command the grant the benefits of this tier to any willing beneficiary rather
emotions of any who behold her, bending them in service to than herself.
herself. All within the sight of her eyes and the sound of her
voice are affected. Even the protection of soundproof walls Tier 2
or averted eyes is not enough; their souls resonate with her The Arisen calls to the earth and stone around her,
majesty. binding it to herself through her burgeoning Sekhem. The

136 Chapter Three: Creating A Mummy


unleashed Utterance tears the needed materials from the FEAST OF ASHES
Arisen’s surroundings, dragging soil and stone, concrete and
marble, metal and sand together to assemble an iconic form Tier 1: Ab •; Tier 2: Ka ••• (Curse, Epic); Tier 3: Sheut
around the mummy’s body until she is a statue, huge in form ••••• (Curse, Epic)
and strength. Tier 1
The encased form grants the mummy several benefits: The Deathless may unleash this tier Reflexively when
• Her Size increases by 1, and her weight increases greatly striking a victim with a touch, unarmed attack, or successful
to match the burden of so much stone. move in a grapple. She inflicts the Arm Wrack or Leg Wrack
Tilt, withering a limb to uselessness. The Tilt ends after one
• She gains 4 points of armor, and is immune to the scene. This tier can only affect a given victim in this way
Knocked Down Tilt. once per scene.
• Her Strength increases by 1. Ab: With an Ab Pillar rating of 1 or higher, the mummy
may invest the curse into food or drink, which becomes pleas-
The mummy can maintain the stone exoskeleton for an ing to the eye and immune to decay. Consumers of the fare
hour, or indefinitely as long as she remains in her tomb. She suffer a grave poison with Toxicity equal to the mummy’s Ab.
may use the first tier of this Utterance to swim out of the The Arisen chooses whether the poison inflicts damage each
statue, leaving it behind and intact. If she unleashes this tier turn or each hour, the poison running its course after Ab +
as a death curse, it immediately encases her body within a Sekhem intervals of damage. The mummy may cure a victim
sarcophagus statue, protecting the Arisen’s remains from of this poison with a touch if she wishes.
desecration, theft, or fire.
Tier 2
Ka: With a Ka Pillar rating of 3 or higher, the Arisen
adds her Ka to her Size and to her Strength, rather than just The mummy curses an individual in their presence to a
adding 1. slow, agonizing decline of body and soul as food crumbles to
ash in their mouths. The mummy may render the Utterance
Tier 3 Epic by targeting all in a radius of their Ka + Sekhem in
The Arisen commands the world to return to dust, and miles, although they may choose to exempt their cultists
it obeys in the form of an earthquake, grinding itself down from this effect.
in servitude to the Utterance. She applies the Earthquake Dice Pool: Wits + Ka + Sekhem vs. Stamina + Sekhem
Environmental Tilt to the scene at an intensity of her choos- Action: Contested
ing, and the Collapsing Ceiling Tilt as well if indoors; the
Arisen herself is unaffected by either. Duration: Ka + Sekhem days
By instead spending an entire scene calling up this Roll Results
Utterance, the Arisen may inflict it on a massive area, trig- Success: Targets contest the mummy’s successes indi-
gering a true earthquake roughly ten miles in radius. Buildings vidually. Affected victims derive no nourishment from food,
near the epicenter may fall; modern designs beyond the though the Arisen may choose to specify a food source that
immediate environs of the quake are likely to stay up but still nourishes (and must do so if targeting an area rather than
are damaged, but pipes, roads, and other infrastructure also an individual). Generous mummies offer up their own stores,
suffers, and the human toll is likely to be high. Beyond the while cruel ones may leave only cannibalism as a source of
immediate 10-mile radius, the shock-waves of the earthquake respite. Without nourishment, victims suffer the following
spreads naturally, causing damage up to 50 miles distant. effects:
Sheut: With a Sheut Pillar rating of 5, the earthquake • Natural healing doesn’t function.
shakes even the gates of Duat. Ghosts in the affected area,
whether the immediate scene or a wider earthquake, are wo- • Victims suffer a cumulative –1 penalty to Physical
ken and driven to sudden activity, gaining the affected region actions after each day that passes, to a maximum of –5.
as a new Anchor for five days following the quake. During
this time, if the tier was unleashed as a widespread earthquake • Victims cannot regain Willpower from their Virtue or
rather than just affecting one scene, these ghosts also gain an Vice.
additional Ban mandating that they follow commands given After a number of days equal to a victim’s Stamina +
by the Arisen causing the earthquake. Resolve, they also suffer one point of bashing damage each
day they go without food.

Utterances 137
Supernatural beings who either need no physical suste- their sources and become hostile fiends. These Rank 1 fiends
nance or who require unusual nourishment, such as blood or have an Essence rating of 5, and are created using the rules
human flesh, do not suffer the above penalties. However, any on p. 321. Fiends immediately target the individuals from
supernatural being affected by this tier does also suffer from which they’ve sprung free, only fading away into nothingness
occult starvation. The first time in each scene that they spend once the unnatural eclipse passes. Victims of this Utterance
any points from a pool of supernatural power that fuels their develop the Shaken Condition (see p. 358) the first time they
abilities (such as Vitae, Essence, or Mana), they must expend see their shadow after this power’s use, unless they were able
an additional point, and they automatically lose a point at to defeat or banish the fiend themselves.
the beginning of each day that passes. Arisen remain entirely
unaffected by this tier. FURY OF SEKHMET
Exceptional Success: The target also gains the Obsession Tier 1: Sheut •; Tier 2: Ab ••• (Potency 1); Tier 3:
Condition with regards to acquiring sustenance. Defining ••••• (Epic)
Failure: The intended victims suffer only an unpleasant
aftertaste during their next meal.
Tier 1
The Deathless lays her hand upon an object, drawing forth
Dramatic Failure: The mummy starves themselves
a melee weapon of the same material from within. The weapon
instead, and cannot regain Pillar points via any means for
matches the Arisen’s personal aesthetic, and may be drawn
three days.
from objects of any size. The weapon’s damage increases by one
Ka: With a Ka Pillar rating of 3 or higher, the mummy over a normal weapon of its type, inflicts lethal damage even
may choose to inflict the consequences of the entire duration on mummies and other targets that would downgrade damage
upon a victim over the course of turns rather than days. The due to supernatural resilience, and ignores Defense bonuses
curse advances one ‘day’ each turn, starving them before the that targets gain from supernatural sources. This weapon
shocked eyes of witnesses. persists for the remainder of the story or until destroyed.
Tier 3 Sheut: With a Sheut Pillar rating of 1 or higher, the weapon
An eldritch howl draws the Ashen Storm into physical gains an Armor Piercing rating and a bonus to its Initiative
substance, depriving people of the sun itself either on the modifier both equal to the mummy’s Sheut rating. The mummy
scene or for as far as the mummy can see in the moment of may draw a weapon directly from shadows capable of striking
unleashing. For Sheut + Sekhem days, the sun seems to be entities in Neter-Khertet as easily as physical opponents.
in permanent total eclipse. As well as the resulting darkness, Tier 2
characters in the affected area cannot regain Willpower by
With a glare, the Arisen incites rage and violence. The
resting, and mortals suffer a –2 penalty to Composure rolls.
mummy targets either a single character or everyone within
Vampires and other entities vulnerable to sunlight are free
sight in an area of diameter up to her Ab + Sekhem in yards.
from the sun’s negative effects during this time.
Dice Pool: Presence + Ab + Sekhem vs. Composure +
The mummy levies a curse of loss upon characters other
Sekhem
than Arisen in the area, exempting her cultists if she wishes.
Until the sun’s rays shine upon them once more, characters Action: Contested
suffer the Cursed Condition, and attempts to subvert the curse Duration: Scene
become Blighted Actions. Examples of suitable curses include: Roll Results
• Peace shall abandon you. Success: Affected characters suffer the Berserk Condition.
The mummy chooses whether or not other characters suf-
• Your crops shall fail. fering the Berserk Condition are valid targets for the rage of
• All you have built shall crumble. the afflicted.
Exceptional Success: The Arisen may focus the mob’s
Characters entering or leaving the affected area gain or wrath from the Berserk Condition upon a target she chooses.
lose its curse accordingly.
Failure: The power fails.
Unleashing the second tier in conjunction with this one
extends its area of effect to match that covered by this tier. Dramatic Failure: The mummy gains the Berserk
Condition.
Sheut: With a Sheut Pillar rating of 5, the horror forces
the shadows of all those affected by this curse to split from Ab: With an Ab Pillar rating of 3 or higher, the mummy
may choose to make the violent frenzy contagious. Characters

138 Chapter Three: Creating A Mummy


must pass a Composure + Sekhem roll when a maddened Ren: Scaly nightmares move fluidly through the battle-
victim injures them or else suffer the Berserk Condition also. field, suffering no Defense penalties from attacks by multiple
This contagiousness fades at the end of the scene. opponents. Each turn they attack the same opponent, warriors
gain a cumulative +1 bonus to attack rolls against that target.
Tier 3 Warriors treat the Arisen’s Sekhem rating as their own for
With a resounding battle cry, the Arisen transforms all resisting baleful supernatural effects.
members of her cult and other loyal followers present into a
Sheut: Warriors wither into skeletal horrors, gaining the
force of deadly warriors, spurring them into battle against her
damage resistance of Arisen. When knocked unconscious or
foes. This tier cannot transform other Arisen. The empowered
killed, they continue fighting for a number of turns equal to
warriors gain several benefits for the remainder of the scene:
their Stamina. When they move, they briefly transform into
• They gain the Inspired Condition pertaining to achiev- clouds of darkness and can pour through tiny gaps or swirl
ing victory in battle. past intervening foes, reforming at the end of their movement.

• They are immune to fear. GIFT OF THE GOLDEN ANKH


• They gain a +2 bonus to Strength, Dexterity, and Tier 1: Ka • (Subtle); Tier 2: Ba •••; Tier 3: Ab •••••
Stamina. Tier 1
• When they injure a foe, the victim must succeed on The Golden Ankh is legendary even among the Deathless.
a Resolve + Sekhem roll or suffer the Frightened Some see fleeting visions of this ancient symbol as they wake
Condition. from their ageless slumber. Its brilliant light burns against the
emptiness of the void, filling those around it with life and vi-
• When knocked unconscious or dying, a defeated war- tality. Unleashing this dream into reality, the Arisen bathes a
rior reflexively makes one final all-out attack against mortal she can see in the light of the Ankh and reinforces one
the nearest foe. of their Physical Attributes in the same way as she can reinforce
When unleashing the first tier in conjunction with this her own, calculated using her Sekhem rating as normal. If the
tier, the mummy arms her entire force with conjured weapons, mortal is one of her cultists, she may instead reinforce one of
though these persist for only a single scene before crumbling her decree’s favored attributes in them, if she wishes. This effect
to dust. lasts for the scene and can be used in conjunction with Affinities
that expand the options of what can be boosted.
If the Arisen possesses 5 dots of her defining Pillar, the
warriors also transform into inhuman monsters, gaining Ka: With a Ka Pillar rating of 1 or more, the Arisen grants
additional capabilities for the scene. They remember little of the benefits of this tier to herself as well as the beneficiary with
the experience later, except through haunting dreams and no need to spend further Pillar points.
flashbacks. Tier 2
Ab: Bestial monstrosities brandish natural weaponry The Arisen channels the power of the Ankh to invigorate
with a damage modifier of 2L. Their ferocity is unmatched, and protect her closest servants or bodyguards. She raises a
losing only half their Defense when making all-out attacks. dome of golden light around herself, Memory + Sekhem yards
They heal one point of bashing or lethal damage each turn, across, within which all characters of her choosing ignore wound
starting with bashing. penalties and negative Conditions while they remain within the
Ba: Avian terrors take to the skies, adding 5 to Speed light. Magically imposed negative Conditions provoke a Clash
and 2 to Defense when airborne and applying their Defense of Wills. The chosen characters also retain their full Defense
against ranged attacks. When grappling, the warrior gains a against ranged attacks made from outside the dome. The light
Takeoff grapple move, which allows them to drag their oppo- remains centered on the mummy for one scene before fading.
nent into the air. When carrying an opponent, the warrior’s Ba: With a Ba Pillar rating of 3 or higher, the Arisen may
Speed is halved. use the glaring brilliance of the Ankh’s light to impose par-
Ka: Warriors grow spiny carapaces that add the mummy’s tial concealment upon any attacks made against the chosen
Sekhem to their Health and provide 2 Armor against all sourc- characters.
es of damage. Characters striking a warrior with an unarmed
attack suffer a single point of lethal damage in the process.
Tier 3
The Arisen unleashes the vision of the Ankh into the
waking world, a perfect symbol of eternal power shining forth

Utterances 139
from the Arisen for up to her Sekhem + Memory in turns. Dice Pool: Presence + Ab + Sekhem vs. Composure +
Mortals beholding the Ankh are exposed to Sybaris and, if Sekhem
they fail to resist it, suffer the Knocked Down Tilt as they Action: Contested
prostrate themselves. Victims cannot rise from prone until
Duration: One story
the Ankh is no longer present.
For as long as the Ankh remains, it heals every character
Roll Results
beholding it for 1 point of lethal or bashing damage at the Success: Convinced the item is of great value, the target
start of each of the Arisen’s turns. The Arisen may choose to gains the Apprehensive Condition related to it. They must
focus the Ankh’s healing power into a single target she can spend a Willpower point to engage in any action to harm the
perceive for a turn instead, healing that target for 3 points of cursed object.
lethal or bashing damage or 1 point of aggravated damage per Exceptional Success: The target also gains the Delusional
turn, but restoring no health to others. The Arisen’s Inheritors Condition, believing the object to be the perfect tool for their
heal an additional point of damage from either form of healing. needs. They must spend a Willpower point to avoid using it
Ab: With an Ab Pillar rating of 5, the Arisen may also if the opportunity presents itself.
focus the Ankh’s power for a turn to restore to life a person Failure: The target regards the object as an unexceptional
who died within the current scene, clearing the last three example of its type.
of the target’s health boxes of damage. This cannot revive Dramatic Failure: The target recognizes the cursed object
undead, Arisen, or targets who have lost their soul. for what it is, easily casting it away.
GILDED DOOM The curse lingers on the object until its destruction or
the end of the story. If unleashed as a death curse, the object
Tier 1: Ren •; Tier 2: Ab •• (Curse); Tier 3: Sheut •••• permanently takes on its baleful effects. The curse doesn’t
Tier 1 affect the mummy or their Invested cultists.
The mummy permanently transforms materials from one Ab: With an Ab Pillar rating of 2 or higher, the cursed item
non-magical substance to another in the same state of matter, sparks covetousness in all perceiving it. Anyone, other than
transmuting lead into gold or water into wine with a touch. the mummy’s cultists and other Arisen, glimpsing the item
The mummy may affect a discrete inanimate object of a Size must contest the mummy’s successes or suffer the Obsession
up to their Ren + Sekhem, the transformation taking place Condition to obtain the object.
over a number of turns equal to the object’s Size. Larger Tier 3
objects and vessels are unaffected. The new substance is
The Arisen’s hands glow, seemingly transforming into a
the purest form possible within the Arisen’s specifications.
solid substance of their choice such as gold, ivory, or sapphire.
Other than the mummy, anyone touching the transformed
When touching or striking an opponent with their bare hands,
materials finds greed stirring within their heart, gaining the
animate flesh transmogrifies into the mummy’s chosen ma-
Avarice Condition. This effect remains on the materials for
terial, leaving golden statues or pillars of salt in their wake.
the remainder of the story. By touching an individual suffer-
ing this Condition, the Arisen learns of any weaknesses to The mummy’s unarmed attacks, touches, and grapples deal
substances they possess. aggravated damage for the remainder of the scene. Survivors of
a successful attack suffer a penalty equal to the Arisen’s Sheut
Ren: With a Ren Pillar rating of 1 or higher, the mummy
rating to Physical dice pools, Initiative, and Speed until the
may transmute the substance into another state of matter,
damage heals; this penalty is not cumulative from multiple at-
such as producing fresh oxygen from a stone. Creating a solid
tacks. Those slain by the touch aren’t truly killed, instead fully
from a gas produces an amorphous mass of the material.
transformed into solid statues of the substance. Transformed
Tier 2 mummies and other immortal entities roll Stamina + Sekhem
The Arisen touches an object, cursing it to stoke avarice each chapter, reversing the transformation on a success.
and bring ill fortune upon its possessor. The mummy holds Mortal victims remain permanently transformed, but once
the object when unleashing the Utterance, storing successes one chapter has passed, any Arisen may spend a point of
rolled on the activation within it, and targets contest the Willpower to release them with a touch. At the Storyteller’s
mummy’s successes upon touching it. Additionally, for the discretion, other supernatural methods or Fate’s intervention
remainder of the story, any actions utilizing the cursed item might restore an affected mortal. Restored victims immediately
become Blighted Actions. heal Stamina + Sekhem points of aggravated damage.

140 Chapter Three: Creating A Mummy


Sheut: With a Sheut Pillar rating of 4 or higher, the mum- dealing Ka + Sekhem bashing damage to anyone hit. Each char-
my may choose to leave a transformed victim conscious of their acter reflexively rolls a chance die each turn, suffering a strike
surroundings, and even leave them capable of speech. Some on a dramatic failure. By sacrificing her Defense and movement
cruel Arisen place these statues as sentinels around their tomb. for a turn, the mummy may prevent or direct a strike against a
specific target as an instant action, negating the target’s chance
INVOKING TEMPEST’S FURY die. The Arisen must be outdoors to call the storm, which lasts
Tier 1: Ab •; Tier 2: Ka ••• (Epic); Tier 3: Sheut for the remainder of the scene, and does not affect her.
••••• (Curse, Epic) Ka: With a Ka Pillar rating of 3 or higher, the Arisen can
also affect all other characters within a radius of her Ka in
Tier 1 yards around the target character when she prevents or directs
The Arisen stirs up howling winds, unleashing them upon a strike. If she directs a strike, characters caught in the area
the world around her. The Arisen must be outdoors to unleash of effect, other than the primary target, suffer only Sekhem
this Utterance, which instills the Heavy Winds Tilt on the bashing damage.
scene of a grade equal to half her Sekhem rounded up. The
Arisen herself is immune to its effects. Tier 3
Ab: With an Ab Pillar rating of 1 or higher, the Arisen fills As the mummy throws her arms up and screams to the
the winds with rage toward her enemies. Foes suffer an addi- heavens, the sky takes on an unnatural hue, clouds rapidly
tional penalty equal to the Arisen’s Ab to avoid damage from gathering and swirling overhead. The ensuing storm lashes
the winds, and suffer the Knocked Down Tilt if the roll fails. its victims with bizarre and nightmarish phenomena, from
rains of blood or toads to winds echoing with the howls of
Tier 2 the damned. For those unfortunate souls caught out in the
With an ominous rumble, the Arisen conjures a furious thun- tempest, there is little doubt the world is ending.
derstorm. The storm imposes the Heavy Rain Tilt on the scene. The mummy must be outdoors to unleash this Utterance.
If the mummy wishes, lightning strikes frequently and randomly, The unnatural storm extends for miles up to equal to the

Utterances 141
Arisen’s Sekhem, and persists until the sun next rises or sets.
The mummy is immune to her storm.
Within the affected area:
Tomb Sweet Tomb
• Any negative effects imposed by existing weather
conditions, such as damage or penalties, increase by 1. Palace Knows Its Pharaoh provides several ad-
vantages to mummies within their own tomb.
• The affected area becomes a Level 1 extreme The first two tiers may be activated without Pillar
environment. costs, and the mummy adds their Geometry rat-
ing to any Clash of Wills related to the Utterance.
• Ordinary mortals caught outside in the storm must Alterations within the tomb from the third tier last
succeed on a roll of their Resolve – the mummy’s Sheut indefinitely, and the Geometry rating is added to
or gain the Madness Condition, which fades after days the number of alterations that may be made.
equal to the Arisen’s Sekhem. On a dramatic failure, Only one mummy may be attuned to a given
they also suffer the Insensate Tilt. Mortals succeeding structure at a time, requiring a Clash of Wills to
on the roll, and supernatural beings caught in the seize control from another. A mummy losing con-
storm, gain the Shaken Condition. trol over their own tomb suffers the Disinterred
Condition until the intruder is driven out.
• When unleashing previous tiers of this Utterance in
conjunction with this one, their duration and area of
effect extend to match, and the extreme environment
level increases by 1 for each tier.
20, allowing her to observe and listen at a location as though
• After the storm’s fury abates, all physical evidence of physically present. She senses Lifeless, Deathless, and ephem-
the bizarre phenomena fades, leaving only the scarred eral entities within the structure, distinguishing them from
memories of its witnesses to mark its passing. mortals but not each other. She recognizes whether someone
lives or not, and whether they are currently in Twilight (the
If unleashed as a death curse, the storm also inflicts the
frequency in which spirits dwell).
Ominous Condition on the mummy’s killers.
Ka: With a Ka Pillar rating of 1 or higher, the mummy
Sheut: With a Sheut Pillar rating of 5, the Arisen may
may instantly send her senses to any point in the structure she
choose to grant ephemeral entities the Open Condition
has physically visited. The mummy may also discern general
while the tempest rages, or to cause any Enviromental Tilts
information relating to the current intent or nature of the
or extreme environment caused by the weather to affect
individuals within the structure, asking a number of questions
Neter-Khertet as well.
up to her Ka. The answers come to the mummy in a flash of
PALACE KNOWS ITS PHARAOH insight, carrying the certitude of Fate.
Sample Questions
Tier 1: Ka • (Subtle); Tier 2: Ren •• (Curse); Tier 3:
Ba •••• (Epic) • Who is the most dangerous opponent here, and why?

Tier 1 • What do the individuals here want?


Placing her hand on a surface, the Arisen concentrates
• What type of Lifeless/Deathless are the individuals
on the artificial structure she currently occupies, attuning
here?
her consciousness to the flow of heka within for as long as she
remains inside. A structure is defined as a single building or • What are the individuals’ intended destinations within
level of any size, regardless of how it is partitioned (i.e., both the building?
halves of a duplex, all dorms in a university residence hall, a
skyscraper floor, etc.). The Storyteller remains the final arbiter Tier 2
of boundary limits. While in contact with a structure under the same parame-
The mummy’s senses pervade the structure, instantly dis- ters as the first tier of this Utterance, the mummy may teleki-
cerning its layout and the presence of all entities within. She netically influence any part of the structure, directly-connect-
may project her senses along the flows of heka, starting at her ed elements, and any furniture that she can see as an instant
location and moving through the structure with a Speed of action. This structural telekinesis uses her Sekhem rating as

142 Chapter Three: Creating A Mummy


its effective Strength for determining physical force and can fundamental aspects of reality within the area with their
open or close doors and gates, move or throw furniture, control alterations, such as forcing gravity to pull in whichever di-
the flow of utilities (including interfering with Wi-Fi or digital rection they please within a particular room, or causing the
signals), cut electrical power, adjust the pressure of running Disoriented Tilt through sensory overload with strange echoes
water, activate or deactivate security systems, fire alarms, or or fractured patterns of light. The Storyteller acts as final
traps, or perform any similar type of action. She may also adjust arbiter of what is possible within the structure with this tier,
the pose of any statue or carving of a person or beast within but the mummy is affected by their own alterations.
the structure, whether to gesture and convey information or
just to cause fear, and may speak from any number of such PAVANE OF ETERNITY
images’ mouths with her voice. This tier lasts for one scene. Tier 1: Ba (Subtle) •; Tier 2: Ren (Subtle) •••; Tier 3:
If unleashed as a death curse, the mummy attacks the Ab (Epic) •••••
structure itself, causing it to collapse over the course of one
scene and inflicting the Collapsing Ceiling Environmental Tier 1
Tilt within it during that time. The Arisen sings a prayer, sounds the discordant strings of
Ren: With a Ren Pillar rating of 2 or higher, the mummy an instrument, or otherwise creates a tune or song, however
may also add or subtract her Ren rating from the Durability of simple. She chooses a target of which she knows the name or
any part of the structure or its components for the duration of identity, and if they are within her Sekhem in miles of her lo-
the scene, rendering glass bulletproof or stone soft enough to cation, the Utterance takes hold, delivering the music to them.
crumble with one’s hands. Additionally, the mummy may adjust Only the victim hears the music, twisted and warped; a mad
text on signs, plaques, or other displays of writing that are part of mélange of piping and grave choir-song. The music draws the
the building, and can adjust the imagery in any paintings within target towards the Arisen’s location, an alien allure that calls
the structure — including adding her image to such portraits. them ever closer. Mortal victims gain the Obsession Condition
to reach the source of the music. The Arisen does not need to
Tier 3 continue her song after using the Utterance; it continues in the
The Arisen warps space within the structure, allowing her mind of the victim until the end of the Condition or the chapter.
to move walls, create doorways, form stairs, or place tomb traps Alternately, the Arisen may choose a target by seeking a
within an area she can see as an instant action. Alterations last particular kind of mortal — a murderer or an IT specialist or
for the remainder of the scene before reverting to their original a man who has lost everything, for example — and allow Fate
form. The Arisen may make a number of alterations equal to deliver the music to an appropriate victim within range.
to her Ba + Sekhem with each unleashing. These changes Ba: With a Ba rating of 1 or higher, the beguiling song’s
cannot themselves directly cause harm, such as crushing a grasp on the victim is stronger. If they sleep, they sleepwalk
victim by moving a wall, except through the placement of a towards the Arisen’s location. If they attempt to move in
trap which a character triggers. a direction other than closer to the Arisen, they suffer the
For the duration of the scene, she may also transport her- Arisen’s Ba rating as a penalty to their Speed. The discor-
self into the place of a statue of her Size anywhere within the dant, primal music of the Utterance even interferes with
structure as an Instant action, breaking out from within it as supernatural attempts to move anywhere other than closer
if cracking open a stony shell and destroying it in the process. to the Arisen, forcing a Clash of Wills against such powers
If attuned to the structure through the first tier, the to nullify their effects.
mummy may link two openings within it together for the
duration of the scene with each unleashing. In this way, one
Tier 2
doorway leads to another, in whichever direction of ingress The Arisen channels the echoes of dismal chords that
or egress the mummy desires, with the new location visible ululate between distant stars and through the underpinnings
through the door in a faded sepia tone stinking of dust and of time and Fate, shaping them into a message of her own
anise. Stairwells become endless loops, or hallways stretch design. She begins a performance — whether musical, song,
to impossible distances. The Arisen may explicitly choose to oratory, dance, or other form of expression — and ensnares
render her own cultists unaffected by such links if she wishes. fragile minds within its enthralling power.
A desperate mummy may unleash this tier upon a single The Arisen may choose to focus the performance’s power
doorway, stepping through to an unknown destination some- on a single target rather than all perceiving it. That charac-
where in the world as determined by Fate. ter resists the Utterance with Composure + Sekhem and is
entranced if they fail.
Ba: With a Ba rating of 4 or above, the Arisen may alter

Utterances 143
Dice Pool: Wits, Manipulation, or Dexterity + Ren + Tier 3
Sekhem The Arisen channels the alien pulsations that throb and
Action: Instant squeal in the quantum spaces of reality’s foundations and
Duration: As long as the Arisen continues the performance mark the hateful prayers of distant stars’ hearts. She pours this
eldritch dissonance into the world through her performance,
Roll Results
and lets it loose upon the minds and souls of humanity.
Success: Characters perceiving the performance in its
The mummy unleashes this tier through a chosen perfor-
chosen medium whose Composure + Sekhem is equal to or
mance, as per the second tier. Any living human or animal
less than the successes rolled become entranced, paying rapt
directly exposed to any part of the performance — which
attention for the duration even if unsure of the exact source.
thankfully does not transmit its effects through recordings
They only act to participate in the revels as desired by the
— suffers the Delusional and Madness Conditions, with the
Arisen — dancing, for example — and otherwise remain
Arisen shaping the delusions via her performance, which can
passive, ignoring or rationalizing away attempts to break them
be so intense as to involve actual hallucinations.
out of their trance, although forceful external distractions
like being dragged from the Arisen’s presence or someone Once the performance is over, the more insidious effects
attacking and injuring them breaks the mesmerism. Nothing from this breach of sanity and reality take effect. Audience
else can shake victims from the trance; they dance until they survivors transmit the occult taint to others with whom they
collapse of exhaustion or their feet are bloodied stumps, or interact. This doesn’t spread the Conditions, but does infect
watch in silence as smoke from a fiery performance chokes the local human population with frightening whispers in the
them to death. backs of their minds, dark hungers stirring in bellies, and half-
seen glimpses of ragged shapes with meat-wound faces and
The Arisen may choose to inflict the Inspired and
void-black eyes. Motifs of the original performance spread as
Obsession Conditions in entranced characters at the culmi-
well, twisted and eerie — people keep whistling a particular
nation of the performance, choosing the specific desire the
refrain that sounds all the more discordant, or fearfully mutter
Conditions pertain to and weaving it through the performance
a specific line to themselves over and over again. If no living
as a motif. This also inflicts a point of bashing damage on vic-
humans other than the Arisen’s own cultists survive the per-
tims, as a wave of headaches, nosebleeds, or heart palpitations
formance, the spread of this corrosive influence never occurs,
runs through the audience.
cauterized by the slaughter.
If unleashed alongside the first tier of this Utterance, the
Once the local population is infected, the dismal touch of
Arisen may draw all entranced characters to follow her for
the dirge of eternity threatens to break fragile human convic-
as long as her performance continues, forming a cavalcade
tions. For the remainder of the story, across an area of up to the
of revelers, dancers, or shuffling blank-faced audience in her
Arisen’s Sekhem + Ab in miles radius, mortals treat Integrity
wake, and potentially catching and drawing in new victims
breaking points as Blighted Actions, and the Arisen and her
exposed to the performance.
cultists treat Social actions against those having failed such
Exceptional Success: Nothing breaks the trance until at a breaking point as Blessed Actions. Furthermore, whenever
least one scene has passed. a cult other than the Arisen’s own suffers a point of Fidelity
Failure: The performance fails to enrapture the audience. damage of any kind, it suffers one additional point of damage,
Dramatic Failure: The discordant power goes awry and and all Fidelity healing times are doubled.
floods the Arisen’s own senses, inflicting the Stunned Tilt Ab: With an Ab rating of 5, the Arisen may choose to
upon her. exempt particular communities, groups, and Arisen cults from
Ren: With a Ren rating of 3 or more, the Arisen can keep the spread of the infection, carefully working the significant
victims entranced after she stops performing or even leaves occult representations of each into her performance.
their presence entirely. She may choose to leave the audience
in their trance until the end of the scene, whether staring PESTILENT WHISPERS
blankly after the whistling Arisen has passed by or still whirling Tier 1: Ka • (Curse); Tier 2: Ba ••• (Curse); Tier 3:
through some old dance’s steps to a tune only they can now Sheut ••••• (Potency 2)
hear. If unleashed along with the third tier of this Utterance,
the trance lasts indefinitely until broken. Tier 1
With a cruel whisper, boils and carbuncles proliferate over
a victim the mummy can see.

144 Chapter Three: Creating A Mummy


Dice Pool: Manipulation + Ka + Sekhem vs. Stamina illness. In this case, the plague lingers in the tomb until the
+ Sekhem mummy rises once more.
Action: Contested Ba: With a Ba Pillar rating of 3 or higher, the Deathless
Duration: One chapter, or until cured if unleashed as a may render the plague contagious, spreading via contact or
death curse. bodily fluids. Once loose in this way, the disease is entirely
natural, and goes into remission after a victim has endured it
Roll Results for the Arisen’s Ba rating in days. The mummy may choose
Success: Painful, reeking boils mar the flesh, repulsing all whether or not the disease can spread to animals, and can
gazing upon them. The victim’s Social interactions become render her cultists immune to the disease’s infection.
Blighted Actions.
Exceptional Success: The victim also gains the moderate
Tier 3
Sick Tilt during action scenes. The Arisen’s sahu melts into animate shadow pulsating
with disease. The Arisen gains the Disembodied Condition,
Failure: The intended victim’s skin tingles briefly, but
which fades at sunrise. This ghastly form doesn’t inflict the
remains unblemished.
Awestruck Condition upon ephemeral entities glimpsing it.
Dramatic Failure: The curse rebounds, affecting the By passing through the space of a physical person, the mummy
mummy instead. infects them with a horrible illness, the infection immediately
Mortal medicine is powerless against the affliction, while obvious. Symptoms vary between mummies, but are commonly
magical healing provokes a Clash of Wills. Barring dramatic necrotizing flesh, open sores, or rapid bleeding from eyes,
failure, the mummy is immune to their own curse. pores, or other orifices.
Ka: With a Ka Pillar rating of 1 or higher, the Arisen can Dice Pool: Stamina + Sheut + Sekhem vs. Stamina +
choose to make the boils contagious. Whenever the victim is Sekhem
wounded, they suffer an additional point of bashing damage Action: Contested
and the boils rupture, splattering everyone within the mum-
Duration: Recovery from the disease requires a number of
my’s Ka in yards with infectious pus. These characters contest
successful resistance rolls equal to the Arisen’s Sheut.
the power normally.
Roll Results
Tier 2 Success: The mummy inflicts a grave illness upon their
The mummy bestows a horrific plague upon a victim she victim. During action scenes, victims suffer the Sick Tilt.
can see. Outside of action scenes, the plague inflicts lethal damage
Dice Pool: Stamina + Ba + Sekhem vs. Stamina + equal to the mummy’s Sheut each day. This damage can’t be
Sekhem healed naturally until the disease runs its course, but it may
Action: Contested be resisted normally (p. 187).
Duration: Ba days Exceptional Success: The damage inflicted by the Sick
Tilt is also lethal.
Roll Results
Failure: The disease fails to take hold.
Success: The mummy inflicts a moderate or grave illness
upon their victim. During action scenes, the victim suffers the Dramatic Failure: The victim’s hand glows for the re-
moderate or grave Sick Tilts as appropriate. Outside of action mainder of the chapter, allowing them to cure the Arisen’s
scenes, as a grave illness, the disease inflicts Sekhem + Ba disease with a touch.
bashing damage each day, resisted as normal for a disease (see Unleashing either or both of the previous tiers with this
p. 187), but which can’t be healed naturally until the disease one links their effects together, allowing them to also be spread
has run its course. The disease is not contagious. with the mummy’s infectious touch for the remainder of the
Exceptional Success: The victim suffers the mummy’s night, and renders the third tier’s dreadful effects contagious
Ba rating as a penalty to rolls to resist the disease’s effects. via the same vectors as the earlier tiers possess.
Failure: The disease fails to take hold. Sheut: With a Sheut Pillar rating of 5, the mummy’s touch
infects any shades they come in contact with, transforming
Dramatic Failure: The curse rebounds, affecting the them into vectors for further spreading the plague. The mum-
mummy instead. my selects the criteria the shades must obey to infect others
When unleashed as a death curse in the mummy’s tomb, before unleashing them upon the world, specifying the subjects
the Arisen may choose to expose all entering the area to the they may target or the steps one might take to avert their

Utterances 145
corrupting touch. These directives may not be changed once mystic fire she’s created, and may speak through the mystic
given until the Utterance has run its course, and all shades fire as though she was a perfect ventriloquist.
follow the same instructions. The shades’ touch functions as
an extension of the mummy’s own. Affected shades return
Tier 2
to normal at sunrise. No fire can match the might of the Nameless Lion; all
lesser flames shrink from his radiance. Unleashing this tier
POWER OF RE suppresses sources of light, swallowing and instantly extin-
guishing their radiance in a shadowy miasma. The mummy
Tier 1: Ren •; Tier 2: Sheut ••; Tier 3: Ab •••• may extinguish any and all flames and sources of light she
(Curse, Epic) can perceive, including those shed by electronic devices.
Tier 1 She can be selective as to which she snuffs out and which
The mummy’s eyes flash as though they were a bronze she allows to remain. If unleashed along with the first tier of
mirror catching the sunlight. The mummy can see perfectly this Utterance, any of the Arisen’s cultists present gain her
in any level of darkness as if it were daylight and, for the ability to see perfectly in darkness and add her Sheut to their
remainder of the scene, she may attempt to direct the power Stealth rolls for the remainder of the scene.
of the Utterance against foes and objects of Size equal to or Sheut: With a Sheut Pillar rating of 2 or higher, the
less than her Sekhem + Ren as an Instant action, causing mummy may divert the flames into an extant mystic flame
them to burst into golden flame. Alternatively, the mummy from the first tier of this Utterance, as the shadows twist and
may unleash this Utterance to create a single flame that burns flow and arc the fires towards the mummy’s own golden light.
without heat, lasting for the remainder of the story, or lingering When the sparking contrails meet the mystic flame, the magic
indefinitely if within the tomb of the mummy. is stoked, causing greater heat per distinct fire fed to it (raising
Dice Pool: Wits + Ren + Sekhem – target’s Stamina one step per flame from candle to torch, Bunsen burner, or
chemical fire). Electronic lights cannot be fed into the mystic
Action: Instant flame in this way.
Roll Results
Tier 3
Success: The mummy sets the target alight with mystic
The mummy screams in a pitch higher and louder than any
flame. The size of the object determines the relative size of
human throat may create. This is the music of Re, the sound
the flame (i.e., torch, bonfire, inferno; human-sized objects
of the sun itself. As the roar explodes out of her throat, she
burn as a torch), but the fire only burns with the intensity of
sets alight with a blaze more brilliant than the sun at zenith.
a candle. The mystic flame does not need fuel to burn, and
This is the gaze of Re, and all who look upon him feel the
may only be extinguished by beating it into the ground or by
god’s eye staring back.
fleeing the sight of the Arisen. The mummy may have only
one mystic flame active at a time; focusing this power on a Dice Pool: Presence + Ab + Sekhem versus Wits +
new target extinguishes an existing one. Sekhem
The Arisen’s own cultists suffer no damage from the flame, Action: Instant
although she may still target them with the power. If she does Roll Results
so, the mystic flame seethes within the cultist’s chest, adding Success: The mummy inflicts a point of lethal damage
her Ren to their Initiative, rendering them immune to nat- and the Blinded Tilt to both eyes of any affected characters
ural fire damage, and allowing them to set enemies ablaze in looking at her at the moment of unleashing, even those in
a grapple or to start small fires with their touch if they wish; Twilight or looking from afar in either space or time. Even
either option at the intensity of a candle. The mystic fire good quality recordings of the Arisen’s explosive burst
remains in an enchanted cultist until the end of the story or convey this effect. Lifeless, ghosts, and other such forms
until the Arisen uses this tier to ignite a new one elsewhere. of undead affected also suffer aggravated damage equal to
Exceptional Success: The flame’s intensity increases by successes on a roll of the mummy’s Sekhem. Those slain
one step. by this scouring light transmute into pillars of salt and ash,
Failure: The mummy fails to ignite the target. their smoking bones twisted into a grim tableau of pain and
Dramatic Failure: The mummy catches on fire herself. revelation.
Ren: With a Ren rating of 1 or above, the mummy may Exceptional Success: The lingering flash of light also sub-
render Ren vessels unaffected by the mystic fire’s flames. stantially conceals the mummy for the remainder of the scene.
Additionally, the Arisen may perceive the area around any Failure: The mummy is not a bright, shining star.

146 Chapter Three: Creating A Mummy


Dramatic Failure: The mummy suffers a point of aggra- Ren + Sekhem roll with a roll of Resolve + Sekhem – the
vated damage and the Blinded Tilt. Arisen’s Sekhem. If the victim fails, for the remainder of the
Ab: With an Ab rating of 4 or above, affected mortals chapter any activation of the chosen ability provokes a Clash
within Sekhem × 5 yards of the Arisen also suffer damage of Wills with the mummy, even if the Arisen isn’t present.
equal to successes on a roll of the mummy’s Sekhem, although This can’t suppress innate capabilities, such as a werewolf’s
only lethal damage. The mummy’s Inheritors are immune to regeneration or shapeshifting, only supernatural powers such
this effect, though they must still avert their eyes to avoid as one of the werewolf’s Gift Facets.
being Blinded. When unleashed with the first tier active, her golden shell
of Sekhem bursts, ending the first tier’s effects and shrouding
REBUKE THE VIZIER the area around her in a radiant glow that casts a shadow over
Tier 1: Ka • (Potency 3); Tier 2: Ba ••• (Potency 3); other supernatural powers used within it. The area of effect has
Tier 3: Ren ••••• (Potency 3) a radius of Ren × 10 yards and ignores physical barriers. This
requires characters within the area to make a Clash of Wills
Tier 1 to activate magic or supernatural powers targeting anyone
The power of the Deathless overwhelms lesser forces, al- except themselves for Ren + Sekhem turns. The Arisen can
lowing the mummy to ward against magic. When unleashing only use this aspect of the tier’s power once per scene and is
this tier, the Arisen creates a skin of Sekhem around their unaffected by it.
body for one scene, appearing as a shining, golden skin cov- Ren: With a Ren Pillar of 5, the Arisen can use the sec-
ering the mummy. ond aspect of the tier freely throughout a scene, rather than
Any magic or supernatural power targeting the shielded only once.
mummy or the area they occupy triggers a Clash of Wills
between the mummy and the attacker, with success turning REFLECTIONS
aside any magical effects. If the Deathless loses, they may UPON A BROKEN IMAGE
then attempt to resist the power according to its standard Tier 1: Ab (Subtle) •; Tier 2: Ba •••; Tier 3: Ka •••••
procedure.
Ka: With a Ka Pillar of 1 or more, the Arisen doubles their Tier 1
Ka for the Clash of Wills, and may choose to permit beneficial The Arisen takes on the appearance of another person
magic to bypass its protection. whose likeness she can see, such as a statue, painting, photo,
or other image. The Arisen may also try to create the image
Tier 2 herself with a Crafts or Expression roll. Seeing the actual
With this tier, the mummy’s gaze instantly detects all person in the flesh is not enough; the mummy requires a
enchantments currently affecting a target she perceives. With simulacrum of some kind. The Arisen’s mimicry is visually and
the mere passing of her gaze, the mummy may tear asunder audibly perfect, but she gains no insight into mannerisms or
one of those enchantments. The unleashing cannot remove other elements of the target’s behavior. The Arisen remains a
fundamental abilities, such as a mage’s ability to cast spells or doppelgänger until she uses another Utterance or the likeness
the power animating a vampire, but may cancel the effects of she is using is destroyed.
a mage’s protective wards or a vampire’s heightened strength. Ab: With an Ab rating of 1 or higher, the mimicry is also
Doing so prompts a Clash of Wills between the Arisen and the physically perfect; the Arisen’s actual weight changes, as do
source of the enchantment. Temporary effects are removed, aspects such as her smell, fingerprint patterns, and so forth.
but may be reapplied after Ba + Sekhem turns. Permanent or Even a genetic sample confirms that she is, in fact, the person
long-lasting effects are suppressed during this time, returning she is copying.
afterward.
Ba: With a Ba Pillar of 3 or more, the Arisen may maintain Tier 2
the gaze for a number of turns equal to their Ba, targeting one The Arisen sheds her appearance entirely, casting it off
effect each turn if they choose. The mummy doubles their Ba amid the world’s reflections. She becomes invisible for the re-
rating for the Clash of Wills. mainder of the scene. However, she still appears in reflections,
such as from mirrors, windows, water, and the like, although
Tier 3 there’s no guarantee other characters notice this. The Arisen
The mummy forbids a perceived target from using a power also treats all sources of such reflections in which she appears
she has witnessed them use. The target resists the mummy’s as an origin point for her attacks, melee or ranged. She may

Utterances 147
grapple or strike someone standing adjacent to a reflection, or RELENTLESS HORROR
shoot out of it, regardless of her actual location. These attacks
can be defended against, but the mummy remains invulnerable Tier 1: Ka •; Tier 2: Ba ••; Tier 3: Ren ••••
until she becomes normally visible. Tier 1
Ba: With a Ba rating of 3 or higher, the Arisen may also With a malicious threat, the Deathless declares a target
use reflections as doorways, moving directly through one to for his wrath within his line of sight.
emerge from another that has a direct line of reflection from
the first. The source of reflection must be large enough for the Dice Pool: Strength + Ka + Sekhem vs. Resolve + Sekhem
Arisen to physically move through. She can use a full-length Action: Contested
mirror or large, still puddle as a doorway to appear out of a Duration: One scene
gleaming window across the street, but can’t fit through a Roll Results
six-inch-wide shaving mirror.
Success: The mummy takes only a single point of bashing
Tier 3 damage from the target’s attacks with mundane weaponry for
A perfect copy of the Arisen forms out of the air in a swirl the remainder of the scene, including any heavy weaponry
of dust and sand, animating with the mummy’s own essence. the target is operating, like a vehicle-mounted weapon. Fire,
She can control the clone at the same time as her own body vessels, and the powers and natural attacks of supernatural
without any difficulty, even holding different conversations creatures are unaffected.
through both simultaneously. The copy uses her attributes Exceptional Success: The Arisen also maintains his
and traits, has a Health value equal to her own, shares her Defense against the chosen target when making all-out attacks.
senses, and she can use it as the origin point of her Utterances. Failure: The target is unimpressed.
The effects of her beneficial Utterances also affect the clone.
The copy even fools supernatural detection. However, the Dramatic Failure: The target gains a +2 bonus to dice
clone does not benefit from the Arisen’s Affinities, she can pools against the mummy for the remainder of the scene.
only act through one body each turn during combat, and it The effects of this tier end if the Arisen unleashes it again
cannot heal or Seal the Flesh. The clone remains animated to name a new chosen foe.
until the Arisen uses this Utterance to create a new one or Ka: With a Ka Pillar rating of 1 or higher, the mummy
it is destroyed; the clone then immediately crumbles to dust. assumes the Relentless Condition toward his chosen target
The Arisen can also use this tier to create a copy of one after suffering lethal or aggravated damage at their hands
of her Inheritors she is touching and grant them control of (before or after this Utterance is used), or when the target
it. However, this still counts as the single clone the mummy has stolen an object belonging to the mummy during the same
can maintain. The mummy herself has no control over the scene. This Condition fades without resolution after a number
clone, and should the Inheritor cease to be Invested with Pillar of scenes equal to the mummy’s Ka.
points, the copy immediately de-animates.
Tier 2
Ka: With a Ka rating of 5, the Arisen can create up to
No tower is high enough to escape the wrath of the
five weaker clones of herself rather than a single true one.
Deathless. With a growl, the Arisen drops to all fours, gaining
The weaker copies cannot serve as the origin point of the
the ability to creep across walls and ceilings at full Speed. The
Arisen’s Utterances, and have only half the usual Health,
Arisen maintains his full Defense while doing so, and may
but in combat she can instinctively control all of them as a
scale surfaces that should be incapable of bearing his weight.
mob, adding a teamwork bonus to her Brawl-based attack
Mortals unexpectedly witnessing the mummy climb in this
and grapple rolls equal to the number of clones present.
manner suffer the Shaken Condition. The Deathless is also
When using the Restrain move on a grappled opponent, she
immune to the Knocked Down Tilt, and ignores the effects
can reflexively de-animate one of the clones into a stone or
of Arm Wrack and Leg Wrack Tilts for the duration.
marble statue to keep the victim pinned and leave the grapple
herself. The Arisen may also activate this Utterance again to This effect lasts for the remainder of the scene. If the
immediately exchange places with one of the existing clones, Arisen currently has the Relentless Condition toward a
de-animating the exchanged clone into a statue and leaving target within the structure, activating this tier costs only a
it in her previous location. point of Ba.
Ba: With a Ba Pillar rating of 2 or higher, the mummy’s
Stealth rolls and attacks from ambush while climbing gain
bonus dice equal to the Arisen’s Ba.

148 Chapter Three: Creating A Mummy


Tier 3 Tier 2
The target of the mummy’s wrath cannot escape the The Arisen speaks words of smoke and void, which wrap
sensation of doom closing in upon them. Fate itself seems to her in tongues of flame and bands of starlit eyes. For the re-
undermine their efforts to avoid it. mainder of the scene, she gains the following benefits:
Dice Pool: Resolve + Ren + Sekhem vs. Resolve + • She may fly at a rate of up to three times her Speed.
Sekhem
Action: Contested • She immediately loses any Blinded Tilts she may be suf-
fering upon unleashing this Utterance, and she can see
Duration: One story
in all directions with perfect clarity up to a distance of
Roll Results her Sekhem rating in miles. This vision allows her to see
Success: The target suffers the Cursed Condition related minute details, and she suffers no penalties for darkness
to fleeing or fighting against the mummy. The Arisen may or other forms of concealment, such as mist or smoke.
whisper his threats to the target from any distance, and
Intimidation rolls against the target become rote actions. • She perceives the existence of supernatural creatures
and ongoing supernatural effects, which appear to her
Exceptional Success: The target is also haunted by gaze cast in vivid ocher hues that reveal their nature.
nightmares of the mummy, regaining no Willpower from rest.
Failure: The target is unimpressed. • She cannot be surprised or ambushed, and imposes a
Dramatic Failure: Fate turns in the target’s favor. The penalty equal to her Ab on dice pools to influence her
target’s attempts to flee or fight against the mummy become mind or perception.
Blessed Actions.
• Her voice is clearly heard at a range of up to a mile
If unleashed in conjunction with the first tier, the target’s if she wishes, regardless of the volume she speaks at,
allies are also affected by the mummy’s increased resistance and those hearing her can understand her words and
to damage. intent regardless of language.
Ren: With a Ren Pillar rating of 4 or higher, the target’s
The Arisen causes Sybaris in those witnessing her shrouded
attempts to fight against or flee the mummy become Blighted
in starlight and fire.
Actions as well, and the Arisen’s successful attacks remove a
point of Willpower in addition to any damage. Ab: With an Ab Pillar rating of 3 or higher, the Arisen’s
presence burns with the smoldering glory of alien suns. She
REVELATIONS OF SMOKE gains a +2 bonus to all Social rolls on those beholding her
AND FLAME grandeur, and cult actions carried out by her cult while in her
empowered presence generate an additional point of Effort
Tier 1: Sheut •; Tier 2: Ab ••• (Epic); Tier 3: Ba on a success — including cult wars.
••••• (Epic)
Tier 3
Tier 1 The Arisen’s soul blazes with such intensity as to pour
The Arisen breathes forth a cloud of cloying smoke, sweet forth in a pillar of roaring flame for a scene. Her physical form
as incense, to fill an area of up to her Sekhem x 10 yards in burns away into the Twilight frequency of Neter-Khertet, but
radius for the scene. The cloud is thick and murky, inflicting her location is marked in the physical world by the very real
the Blinded Tilt on characters other than Arisen or Lifeless column of fire that moves with her. The pillar is three yards
as long as they remain within it, and imposing partial con- wide and ten high and burns with the intensity of an inferno
cealment. The Arisen herself treats the swirling miasma as an of chemical fire. Mundane forms of intervention cannot com-
extension of her sense of touch, and knows the exact locations pletely extinguish it although they can reduce the intensity
of any other characters physically present in the cloud. The somewhat, but secondary fires caused by the pillar are entirely
miasma moves with her, unless she chooses to affix it to an normal and can be dealt with appropriately. The Arisen gains
object or location she touches. the Disembodied Condition, unable to directly interact with
Sheut: With a Sheut Pillar rating of 1 or higher, the Arisen the physical world except by steering her column of fire. The
may render the cloud a greater extension of her own senses and blazing pillar inflicts Sybaris on witnesses.
will. She may move, push, or manipulate objects within the If the Arisen unleashes multiple tiers at once, she experi-
cloud by focusing the miasma’s coils, treating its Strength and ences the following effects as appropriate in addition to the
Dexterity for such actions as equal to her Sheut Pillar rating. tiers’ usual effects:

Utterances 149
• If she also unleashes the first tier, her transformation gain a +4 bonus to their Speed, Initiative, and all dice pools
may become a pillar of smoke as wide as the miasma to reach the pillar or resist hardship on their journey, such
would usually be. As well as the usual effects of the as from deprivation. Ghosts following the pillar do not lose a
miasma, any character within the smoke needing to point of Essence to sustain themselves each day. Cults with
breathe suffers the grave Poisoned Tilt, but the column a majority of their membership following a pillar have their
does not inflict any fire damage. Fidelity healing times halved.

• If she also unleashes the second tier, the pillar extends RITE OF THE SACRED SCARAB
above and below her in a shaft of hot light visible from
dozens of miles away. This extended column is not hot Tier 1: Sheut •; Tier 2: Ren •••; Tier 3: Ka •••••
enough to deal damage. She may fly at an increased Tier 1
rate of five times her Speed.
The Arisen unravels a portion of Sekhem from within,
• If she unleashes all three tiers at once, her body within regurgitating it as a large scarab beetle of chitin, gold,
the pillar of fire reforms itself from smoke and ash, and jewels. Although not truly alive, the scarab serves as
allowing her to directly interact with the physical a protective amulet for whoever bears it, inflicting a –2
world using her disembodied traits at the same time penalty on all dice rolls that would physically harm the
as she moves through Neter-Khertet while remaining bearer in any way. The bearer is also rendered immune to
unharmed by the flames. She may also choose either mundane poisons and diseases and, if slain, magic other
or both of the prior effects. than that of the Arisen herself cannot reanimate them or
interrogate their body. The amulet retains its power for
Ba: With a Ba rating of 5 or higher, the Arisen may up to a month, unless destroyed with Durability 3 and
sustain her blazing state for the remainder of the chapter if Structure 3 for direct attacks.
she wishes. Any characters following the pillar of flame, or
If one of the Arisen’s cultists wears the amulet, they also
attempting to use its light to navigate to its current location,
gain an Arisen’s damage resistance, taking only bashing

150 Chapter Three: Creating A Mummy


damage from most sources. The Arisen immediately knows command, and is not capable of following complex commands
when one of her cultists wearing an amulet dies. or other forms of interaction with its environment. The swarm
The Arisen can create any number of these amulets disperses at the end of the scene.
concurrently, but their effects are not cumulative on a single Ka: With a Ka Pillar of 5, the Arisen may alter the compo-
bearer. sition of the swarm, enhancing it with up to three Tilt factors
Sheut: With a Sheut Pillar of 1 or more, the scarab also of the player’s choice.
imposes the –2 penalty on any dice pools that would spiritually,
mentally, or magically harm the bearer in any way. SANDS FALLING SWIFTLY
Tier 2 Tier 1: Ab • (Potency 1); Tier 2: Ren •••; Tier 3: Ka
••••• (Epic)
The Arisen regurgitates a more profoundly empowered
scarab, truly animated by the donated Sekhem. Large enough Tier 1
to fill a human’s cupped hand, the scarab is an independent The Arisen’s dead heart pounds, warping the flow of time
servitor that obeys the mummy’s commands as best it can. The for an individual.
scarab is resilient, can fly, climb walls, squeeze through small Dice Pool: Manipulation + Ab + Sekhem vs. Resolve
gaps, and can manage basic manipulation of objects — enough + Sekhem
to unscrew a grating or open a bottle to poison the contents.
The scarab cannot, however, attack directly. Action: Contested
The scarab is Size 0, and has a dice pool of 10 for rolls Duration: Ab + 1 turns
involving navigating the environment or hiding, a dice pool Roll Results
of 6 for fine motor actions, and a dice pool of 2 for anything Success: Time speeds up or slows down for the target.
else. It has a Speed of 10, Defense 5, Armor 3, and 10 health
Slowed targets act last on every turn, and halve their
levels; during combat, it acts on Initiative 0 and cannot at-
Speed and Defense, rounded up. While slowed, targets half
tack. Once per scene, it can generate a single dose of poison
the rate of damage or healing from poisons, bleeding out,
of Toxicity equal to 1 + Ren that works through contact or
regeneration, and the like.
ingestion and inflicts the grave Poisoned Tilt.
Hastened targets double their Initiative and Speed. They
The Arisen can maintain any number of scarab minions
gain a +2 bonus to Defense, and apply their full Defense
concurrently.
against Firearms and multiple attackers. While quickened,
The Arisen may also unleash this tier Reflexively when poisons, bleeding out, and rapid regeneration double their rate
her Health track would be filled with aggravated damage. An of effect. Outside of action scenes, use of this power allows
empowered scarab tears out of her body. If it escapes the scene, an affected character to treat a single interval in an extended
the Arisen emerges from it in an impossible metamorphosis, in- action as an instant action per unleashing.
flicting Sybaris on mortal witnesses. Her Health track remains
Exceptional Success: The mummy does not need to roll
as it would have been prior to the final source of aggravated
to affect this target with this tier again for the remainder of
damage. If the empowered scarab is destroyed before this can
the scene.
happen, however, the Arisen’s body is destroyed.
Failure: Time skips briefly, but has no other effect.
Ren: With a Ren Pillar of 3 or more, the Arisen is con-
stantly aware of the scarab’s immediate surroundings and Dramatic Failure: The target is immune to any of the
state of being, and can perceive through the scarab’s senses mummy’s time alterations for the rest of the scene.
if she desires. Ab: With an Ab Pillar rating of 1 or higher, the mummy
speeds or slows time for an additional number of targets equal
Tier 3 to their Ab rating. All targets suffer the same effect — either
The mummy opens her mouth and a torrent of ravenous slowed or hastened — and contest them individually.
beetles pour forth, each bejeweled and beautiful but possessed
of furious hunger. The swarm erupts into the scene, following Tier 2
the Arisen’s will, biting and ripping at victims in the form of The Deathless creates a bubble of warped time centered
the Swarm Environmental Tilt (see p. 368) with the swarm at on the mummy or on a fixed point within his line of sight.
a Size equal to twice her Sekhem + Ka. The mummy directs The flow of time fluctuates wildly, imposing the effects of the
the swarm each turn telepathically as a Reflexive action. The Drugged Tilt on affected characters while within the bubble.
swarm can do little other than attack and eat, or hold back on Each affected character rolls a chance die each turn, suffering

Utterances 151
the Stunned Tilt on a dramatic failure or ignoring the Defense and other beings immune to time’s cruel touch are unaffected
of one opponent and the Drugged Tilt for a turn on a success. by this power.
During fights involving numerous opponents, Storytellers Exceptional Success: The target also suffers the Stunned Tilt.
may opt to roll one chance die for all Storyteller characters.
Failure: The Utterance fails.
All characters suffer a penalty equal to the Arisen’s Ren to
actions requiring concentration, perception, or precise timing. Dramatic Failure: The target becomes immune to this
Utterance for the remainder of the story.
The bubble extends for Ren + Sekhem yards from its
origin point, and persists for the remainder of the scene. The SECRETS RIPPED FROM SKIES
mummy is immune to the effects of the bubble, as is anyone
successfully Feeling the Flow within it. Tier 1: Ba • (Subtle); Tier 2: Sheut ••• (Curse); Tier
Ren: With a Ren Pillar rating of 3 or higher, the Arisen 3: Ren •••••
may grant subjects equal to his Ren immunity to the effects Tier 1
of the bubble.
Gazing up at the night sky (defined as from dusk until
Tier 3 dawn), the mummy’s whisper reveals the space relative to
With a harsh whisper, the Arisen forces time to halt, himself using whatever means of reference he prefers — be it
trapping a target within a crystallized moment. the distance from the nearest landmark in cubits and palms,
or relating a position near a café the mummy supped at three
Dice Pool: Resolve + Ka + Sekhem vs. Resolve + nights ago. Until dawn, while under the open night sky, the
Sekhem mummy gains perfect awareness of his immediate surround-
Action: Contested ings, and cannot be surprised or ambushed.
Duration: Ka turns Ba: With a Ba Pillar rating of 1 or higher, the mummy also
Roll Results glimpses recent events in the heavens, relating to spiritual
mettle displayed in the past of the location and scene around
Success: The mummy targets a person or object within
the character.
their line of sight. The target suffers the Frozen Time Tilt,
becoming immobile and invulnerable for its duration. Targets The player asks the Storyteller a number of questions
with the capability may reflexively Feel the Flow to shrug off equal to the mummy’s Ba. Answers should include imagery
the effects. If unleashing this tier in conjunction with the conjured in starlit phantoms visible to the mummy. This tier
second tier, the bubble imposes the Frozen Time Tilt upon only offers immediate scenes of violence or spiritual fortitude.
all within, reverting to its usual effects once the third tier’s The mummy receives the answers as a flash of insight and
duration expires. spatial memory.
Exceptional Success: The Tilt lasts for twice as long, and Sample Questions
extends to anyone touching the target.
• Who in the area received an exceptional success?
Failure: The Utterance has no effect.
Dramatic Failure: The target becomes immune to this • Who in the area spent Willpower?
Utterance for the remainder of the story.
• Who fulfilled their Virtue or Vice here?
Ka: With a Ka Pillar rating of 5 or higher, the mummy
may instead choose to rapidly age a foe she can see, crushing The mummy learns the circumstances of each question
them beneath the weight of ages. (i.e. the exceptional success in the scene was on a Persuasion
roll by a prominent local gangster negotiating a new criminal
Dice Pool: Intelligence + Ka + Sekhem – target’s Stamina
deal at gunpoint), but may only inquire about events taking
Action: Resisted place under the open sky within the last lunar month. Multiple
Duration: Instant answers to a single question, such as spending Willpower, yield
Roll Results a composite rendition of memory derived from the scene most
relevant to the current story that occurred in the prior month.
Success: The mummy attacks the target directly with the
ravages of time. The target visibly ages, suffering one point of Tier 2
aggravated damage per success and the Fatigued Condition. The mummy’s words of power echo throughout her entire
Those slain in this manner crumble to dust. Mummies, im- existence, from the end of all things to the beginning of the
mortals without the Going Westward Condition, vampires, cosmos. Sekhem stretches across time, not space — the primal

152 Chapter Three: Creating A Mummy


energy of creation, ineffably linked with the earliest epochs. As
eons pass, the mummy’s word continues to resound, ensuring
matter and energy coalesce into an iron-hard expression of the
Arisen’s power, falling ever toward the Earth. The mummy Rain of Fire
need only look to the skies to sight the heralding blaze of her
auspicious wrath. This Utterance’s two upper tiers unleashed with
Ren 5 brings collateral damage across entire (and
The mummy chooses one known target she can perceive potentially multiple) metropolitan areas, resulting
within a mile, exposed to the open sky. A blazing meteorite in hundreds if not thousands of casualties and a
slams into the target in a ball of fire. Everyone in the targeted massive economic cost. The effects of Sybaris are
area must succeed on a roll of Dexterity + Athletics – the likely great as well, as the entire region falls into
Arisen’s Sheut or suffer the Knocked Down Tilt. The interiors religious reverie. The same is true of several oth-
of buildings struck gain the Collapsing Ceiling Environmental er powerful Utterances, and sets the tone for the
Tilt for the scene; structures of a Size equal to or less than the chronicle early on, when the mummy’s power is
Arisen’s Sheut × 10 likely collapse by the end of the scene. at its height. Navigating the setting aftermath of
The scene of the impact area gains the Inferno Environmental powerful, unleashed Utterances is something for
which a Storyteller must prepare.
Tilt, becoming an inferno-sized fire at Bunsen burner intensity.
Sheut: With a Sheut Pillar rating of 3 or higher, the
mummy may fully shatter the meteorite within the upper
atmosphere. Having persisted for millions of years in space,
the meteorite’s ghost remains quite powerful. The Twilight If the mummy unleashes the second tier in the same scene
meteorite causes the same devastation and fire as its physical he attempted to read the future in the stars, he may call down
counterpart, but only to Amkhata and to ephemeral entities an Epic meteorite shower rather than a single meteorite.
in Neter-Khertet. The sky darkens, illuminated only by the molten flames of
thousands of fireballs crashing down from the heavens. The
Tier 3 shower ravages everything within a radius of Sekhem miles
Secrets eternal, kept by starlit sentinels, yield to the mum- around the mummy for a number of turns equal to his Sekhem
my’s queries as Fate allows cosmic mysteries to unfold from rating. The meteorites fall upon as many or as few targets as
ancient constellations. The mummy’s player may ask questions Fate decrees. While they avoid the fiery destruction and the
of the Storyteller, relating to any topic within Fate’s purview. Inferno Tilt does not affect the mummy or her Inheritors, other
The player asks one question per dot of Ren about the allies have no such protection unless they remain close by.
past, present, or future of the current story. Events relating Each potential target rolls a chance die each turn, a meteorite
to the Underworld, the Shadow, or realms other than the striking their location with a dramatic failure.
material or Neter-Khertet are not valid queries; nor are
questions relating to the Judges, Anpu, the Shan’iatu, the SHADOW OF TIME
Deceived, or other cosmological mysteries of mummies. The Tier 1: Ren (Subtle) •; Tier 2: Sheut •••; Tier 3: Ba
Storyteller’s answer should be communicated in metaphor (Subtle) •••••
and cryptic symbolism, flashes of starlight insight gleaned from
constellations wrought by Fate. This Utterance offers answers Tier 1
to virtually any question the mummy may ask, moving her The Arisen sees her timeline snaking out behind her in a
significantly towards her goals or providing a solution to her chain of dim after-images, marking where she has passed. When
most pressing dilemma in the current story. It cannot answer unleashing this tier, she chooses a single point she passed through
questions about the Arisen’s history or Memory, except where within the past day, transferring her senses to that location in the
this would provide illuminating clarity to a particular aspect current moment. She sees, hears, and smells as if in that location
of the mummy’s current problems — in which case it likely once more, even tasting or feeling anything contacting with her
provides a maddeningly incomplete picture. disembodied senses. Invisible and intangible, she can freely pivot
Ren: With a Ren Pillar rating of 5, the mummy also gains her view around from her chosen point. For the remainder of the
the Informed Condition about an unspecified topic with each scene, she can freely advance or rewind along the chain of her
unleashing. The Arisen may resolve the Condition in a flash movement throughout the past day, shifting her senses along as
of insight at any future point in the story as though they had she does so, and returning to her body again as a Reflexive action.
thoroughly researched the topic. She has no awareness of her body or any damage it suffers while
in this projected state.

Utterances 153
Ren: With a Ren rating of 1 or higher, rather than her own time. As she has foretold, a fissure cracks the ground at her
self, the Arisen may witness the past of an object or location feet and a new spring pours forth a rejuvenating cascade of
she is in contact with, choosing any point within the past week clean water. This Utterance creates a spring from the ground,
and perceiving how the target and its immediate surroundings whether a natural or artificial surface.
appeared at that time. By advancing or rewinding, she can essen- As well as quenching thirst, any living character drinking
tially experience a recording of what has happened in its vicinity. or bathing in the spring’s water during the scene in which
Tier 2 it appears benefits from its rejuvenating properties. Such a
character regenerates one point of bashing damage per turn
The Arisen pulls on the threads of time, snapping her back
and one point of lethal damage per fifteen minutes while in
to a point she has passed through within the past day. This
contact with the water, although the healing waters cannot
tier does not actually rewind time to that point, and it does
repair damage in a character’s final three health boxes.
not remove any damage or other consequences the Arisen
may have suffered since she passed through her destination The spring’s initial fountains impose the Flooded
point in space-time; it simply resets her location, regardless Environmental Tilt if in a confined space, afterward settling
of intervening barriers. If an obstruction is now blocking the down to a steady flow after a scene. The new well’s flow re-
location, the Arisen arrives in the closest point forward or back mains strong for several years, unless the Arisen chooses to
in her timeline of movement that is free and open. stop it early, providing enough water to sustain a small village
or create an oasis.
Sheut: With a Sheut rating of 3 or higher, the Arisen may
instead snap herself back to a point that a target she’s touching If outside, the Arisen may alternatively unleash the
has passed through within the past day, resetting her location Utterance as a gentle rain upon the scene, with the same
to the appropriate moment in that target’s prior movements. If healing effects on those caught in it.
unleashed at the same time as the first tier of this Utterance, Ren: With a Ren Pillar at 1 or higher, the Arisen may
she gains a brief impression of the target’s surroundings at the instead unleash this tier to give herself mastery of water. For
point she wishes to appear, as the target perceived them at the the remainder of the scene, she is unaffected by the Flooded,
time, and may choose to reset her location or not based on Powerful Current, and Heavy Rain Environmental Tilts and
that information, gaining a Pillar refund if she opts to do so. by crushing pressure from deep water. She can walk on water
or other liquids and even climb a waterfall. She can swim at
Tier 3 twice her Speed, and suffers no penalties while acting under-
Instead of seizing the past in her grip, the Arisen instead water. She may extend these effects to any of her Inheritors
reaches into the immediate future, pulling herself forward present in the scene, who also gain the ability to breathe water
through the timeline for the remainder of the scene. Seeing for the duration (something that doesn’t trouble the Arisen).
the potential futures of others as chains of images pouring forth
from their current location, she easily predicts their move- Tier 2
ments; she cannot suffer a surprise or ambush. An enemy’s The Arisen spits a crimson curse upon the waters around
Defense is useless to her attacks. She adds her Ba rating to her, souring the currents and turning fluid to blood. All bodies
her Defense, and as a penalty to the dice pools of supernatural of fresh or saline water within up to two miles of the Arisen’s
powers targeting her. She applies her full Defense against all location, including water brought into the area, transform
attacks, even those that would normally reduce or deny her into human blood and gain the Dark Waters Tilt for the re-
Defense entirely. mainder of the story or until the Arisen lifts the curse. Most
Ba: With a Ba rating of 5, the Arisen’s spirit gives her the living creatures — humans in particular — find the stagnating,
swiftness to outrun even the flow of time itself. For the remain- clotting gore supernaturally repulsive and sickening, inflicting
der of the scene, once per turn she may reflexively interrupt the moderate Sick Tilt (see p. 368) on any such creature in
an attack targeting her, allowing her to move up to her Speed the waters’ presence that does not subsist on blood normally.
before the attack roll, potentially foiling the attack entirely. When the curse ends, the blood returns to its original watery
state with no lingering effects.
WATER OF LIFE AND DEATH Sheut: With a Sheut Pillar rating of 2 or higher, the Arisen
may choose specific areas or bodies of water to be unaffected
Tier 1: Ren •; Tier 2: Sheut •• (Curse); Tier 3: Ba ••••
by the curse, and can cause any water within the area to turn
Tier 1 to blood only when touched by a human who has transgressed
The Arisen speaks the power of water, strong enough to against the Arisen’s Judge or the local code of laws.
carve stone and tear down mountains with the passage of

154 Chapter Three: Creating A Mummy


Tier 3 of the story, unless the mummy departs the area, in which
The mummy commands the water itself to bow before her case it fades at the end of the current chapter. This effect is
glory, taking control of tides or opening a path before her. indiscriminate, applying equally to every mortal in the area
She may inflict the Powerful Current Environmental Tilt on of effect. The Aspiration must be a general one, which is
any bodies of water present in the scene, controlling the tides filtered through an individual’s own perspective. A mummy
with enough strength to push a tanker vessel against a shore, might declare “Destroy my enemy” as an Aspiration, but each
inflicting both the Collapsing Ceiling and Flooded Tilts on individual seeks their own enemies, not the one the Arisen
the interiors of any ships in the area and likely sinking them currently faces. Other example Aspirations might include:
by the end of the scene. Alternatively, she may cause a body • Create beautiful things.
of water to open a corridor before her up to a mile deep and
wide and up to ten miles in length. The Arisen can use this • Uphold the rule of law.
power to create a trench through a lake, or a passage of air
along the sea bed with a watery ‘ceiling’ overhead. She may • Burn the witches.
also use it to move the displaced water out entirely and in- • Protect the children.
flict the Flooded Tilt on another part of the scene. If used to
create a channel, she may choose for it to close behind her if • Overthrow our oppressors.
she moves through it, or to remain open in her wake. If left
open, the channel persists for up to a day after the Utterance’s When bearing a vestige when activating this tier, the
unleashing, afterward crashing closed once more. mummy may instead choose to activate the vestige on a large
scale, inflicting haunting visions of the vestige’s memory and
Ba: With a Ba Pillar rating of 4 or higher, the Arisen may spreading its Power and Curse to every mortal within the
choose to ‘part’ all water out of an area without needing to target area of effect. The vestige cannot be activated again while
a specific body of water. Instead, the targeted corridor dehydrates the effect lingers, and draining it immediately ends the effect.
as all moisture seeks to escape it, becoming arid and dry. This This Utterance isn’t Subtle when using avestige.
applies a level 3 extreme environment to the affected area.
Once unleashed, the mummy may not end the Utterance’s
WEAVING THE LIFEWEB effects before they have run their course. Only one instance of
this Utterance may be active in a given place at a time. Attempts
Tier 1: Ba • (Subtle); Tier 2: Ab ••• (Subtle); Tier 3: by other Arisen to unleash it again provokes a Clash of Wills.
Ren ••••• (Epic)
Unleashing in conjunction with the first tier extends the
Tier 1 area of effect accordingly and remains expanded after the
The Arisen attunes to the Lifeweb of a town or metropol- first tier expires.
itan area for the chapter, gaining perfect understanding of its Ab: With an Ab Pillar rating of 3 or higher, the mummy
layout and structures. The mummy never suffers dice pool deeper influences affected individuals, imposing a particular
penalties for traveling, tracking, chasing, or fleeing across the additional Virtue or Vice on all mortals in the area.
area from mundane causes, such as traffic, crowds, or confus-
ingly tangled alleyways. While they can’t hunt down specific
Tier 3
individuals, for the remainder of the chapter the mummy The mummy stands upon terra firma, uttering forgotten
automatically knows details such as where to find particular words of creation. With a thunderous rumble, a great structure
centers of governmental power, the bad part of town, or the rises from the ground. The mummy masterfully constructs
nearest large gathering of people. The Arisen understands the any statue or structure they can imagine, from bridges to for-
power and purpose of any sacred architecture encountered. tresses to pyramids, from available materials. The Durability
of the materials are increased by the character’s Ren for the
Ba: With a Ba Pillar rating of 1 or higher, the mummy also
remainder of the story, at which point they return to their
gains familiarity with the dominant languages and local cus-
natural Durability. Some structures persist long afterward,
toms for the attuned area. Mundane Socialize and Streetwise
but a castle of sand soon crumbles.
actions with mortals in the area become Blessed Actions.
Each turn, the structure grows by Ren + Sekhem Size
Tier 2 until it reaches its full Size, with an extra turn required for
By touching a landmark, the Deathless extends their intricate decorative touches. During this time, construction
influence throughout an Ab + Sekhem mile radius. The requires the Arisen’s concentration, forcing them to sacrifice
Arisen bestows an additional Aspiration for the remainder their Defense and actions. The Arisen must make a Resolve

Utterances 155
+ Composure roll to continue the Utterance if harmed Tier 1
during this time. Without the Arisen’s will guiding it, the The Arisen condemns falsehood to terrible punishment,
structure stops growing, potentially crumbling and causing verbally admonishing a single visible character to speak the
the Avalanche or Collapsing Ceiling Tilt. truth. For the remainder of the scene, that character gains a
This Utterance may even construct tombs and other forms strong sense of foreboding and doom whenever they are about
of sacred architecture, though it takes twice as long to accom- to intentionally lie to or deceive the Arisen — even by mis-
plish. Upon completion, such a structure gains the Hallowed direction or half-truth. If they lie in spite of this premonition,
Ground Tilt for the remainder of the story. Creating a struc- their words choke in their throat and their tongue rips from
ture with lasting sacred geometry requires the investment of their mouth, inflicting the Mute Condition and one point of
more time and attention (and Experiences). aggravated damage in the process. The Utterance does not
By unleashing the previous tier with this one, the mummy punish those who believe a lie they themselves have been
ties the effects to the structure’s longevity, causing them to told, or who are simply wrong about their claims; it judges
persist as long the structure remains. Unleashing the second only whether there is truth in their heart.
tier again causes a Clash of Wills as usual. Ren: With a Ren Pillar rating at 1 or higher, the target’s
Ren: With a Ren Pillar rating of 5 or higher, the mummy’s tongue transforms into a gore-slick scorpion that scuttles
creation becomes a lasting monument, maintaining its en- to the Arisen as fast as it can. The truth of the matter that
hanced Durability forever. If the mummy wishes, they may cause the victim tried to lie about is inscribed into its carapace in
the structure to echo into the past as well as the future. Mortals gleaming bronze; this information is simple and to the point,
who didn’t witness it rise remember the structure as having up to a sentence in length.
always existed, its past writing itself into mortal history books.
Tier 2
WEIGHING OF THE HEART The Arisen condemns a particular form of transgres-
sion, witnessing its place in the heart of those she sees for
Tier 1: Ren • (Subtle); Tier 2: Ab •• (Curse, Subtle); the remainder of the scene. The named crime must be a
Tier 3: Sheut (Subtle) ••••

156 Chapter Three: Creating A Mummy


transgression against the Judge of at least one Arisen present, are any such. If she wishes, the summoned entity immediately
or against local mortal laws, and the Arisen can specify a level undergoes the effects of the Materialize Manifestation at no
of motivation or nuance such as ‘murder driven by pride’, but cost in Essence, even if it does not possess said Manifestation.
cannot denounce an individual incident such as ‘the murder Sheut: With a Sheut Pillar rating of 1 or higher, the
of my cultist, John’. The Arisen perceives a thunderous pulse Arisen may instead issue forth a gray radiance that reveals all
and a sickly glow from within their chest of anyone guilty ghosts present for the remainder of the scene. They become
of the crime, sensing whether the crime occurred since the visible to observers, and can communicate with those in the
beginning of her current Descent. However, this revelation physical world.
grants no other particulars about the when, where, or why.
Ab: With an Ab Pillar rating of 2 or higher, the Arisen
Tier 2
may choose to unleash the power as a lingering curse instead, The Arisen issues a command with the awful majesty of
affecting all non-Arisen characters present in the scene at the the lords of Duat, forcing ghosts into obedience. She may
time. Whenever an affected character perpetrates the named target any number of ghosts present in the scene with this
crime, searing condemnations of the act burn up from beneath tier, demanding they perform a single act — which may be
their skin, dealing one point of lethal damage and branding of indeterminate duration, but must be something they can
the perpetrator on as visible a portion of skin as possible — feasibly achieve. The power of the Utterance allows ghosts
including the face. A victim only triggers this effect once per to understand her command.
scene, but accrued condemnations remain until the end of Dice Pool: Presence + Ren + Sekhem – highest Rank
the story and are comprehensible to anyone viewing them among targeted ghosts
regardless of language. The curse lifts at the end of the story. Action: Instant
Tier 3 Roll Results
The Arisen reads the truth within the heart of a character Success: The targeted ghosts follow the Arisen’s com-
she touches, extracting the answer to a single question relating mand, obeying to the best of their ability. The ghost strives
to their previous actions or desires, such as ‘Did you kill my towards the commanded goal until it becomes obvious that it
cultist, John?’, or ‘Did anyone ever love you?’ The Arisen does is impossible, until the ghost is subjected to another order, or
not need to speak this question aloud; the victim’s own soul until the next Sothic Turn. Outside of these circumstances,
reveals the answer directly to her mind. If the Arisen unleashes ghosts can be bound to their tasks indefinitely.
both the first tier and this tier on the same target, the victim Exceptional Success: The targeted ghosts also gain the
becomes completely unable to lie about the questioned matter Impassioned Shade Condition.
for the remainder of the chapter, and tells anyone asking them
Failure: The Arisen fails to compel her targets.
the truth regardless of whether the victim desires to do so.
Dramatic Failure: The ghosts are driven to rebellious fury,
Sheut: With a Sheut Pillar rating of 4 or higher, as long
gaining the Berserk Condition and becoming immune to this
as the situation is calm and the victim does not feel under
Utterance until the Condition ends.
threat, the Arisen may choose to suppress a mortal target’s
memories that would provide an answer to the question she Ren: With a Ren Pillar rating of 2 or higher, the Arisen
has asked. Should any Arisen use this Utterance on the target may use this tier to order a single ghost into a corpse she can
to question the same matter in the future, they may engage in see — whether human or animal. If the dice roll is successful,
a Clash of Wills to overcome this effect and cause the truthful the ghost Claims the corpse regardless of whether it has the
memories to emerge once more. relevant Manifestation and at no cost in Essence. The Claimed
corpse does not suffer any loss of Physical Attributes until the
WORDS OF DEAD DOMINION Arisen either uses this capability again or enters Descent.
Tier 1: Sheut •; Tier 2: Ren ••; Tier 3: Ka •••• Tier 3
(Potency 2) The Arisen renders a ghost’s phantasmal self briefly mu-
Tier 1 table, flooding them with the living essence of Ka. She targets
a single ghost she perceives.
The Arisen summons forth a ghost or shade (see p. 231),
forcing it to manifest before her. She summons the ghost of Dice Pool: Intelligence + Ka + Sekhem versus target’s
an anchor she is in contact with, or may summon the nearest Resistance + Rank
ghost within her Sekhem in miles that matches her rough Action: Instant
desires in terms of age, power, and temperament — if there

Utterances 157
Roll Results WRATHFUL DESERT POWER
Success: The Arisen can spend her successes on the fol- Tier 1: Ab •; Tier 2: Ba ••; Tier 3: Ka (Curse) ••••
lowing effects at a rate of one success per change.
Tier 1
• Change the ghost’s Vice or Virtue to a new one.
The mummy’s jaw unnaturally distends, yawning open in
• Exchange one Numen or Manifestation for another. a maw reminiscent of Ammut’s, from which come howling
the winds of Duat carrying red sands that scour all opponents.
• Change the ghost’s appearance to match that of the For the remainder of the scene, the mummy may direct this
Arisen herself, either as she normally appears or her spray of sand as a ranged attack using a dice pool of her
corpse form. Dexterity + Athletics + Ab, a damage modifier of 3 lethal,
no Initiative modifier, and range of 20/40/80. Concealment
• Destroy the ghost’s connection to an anchor, or change
offers no protection against the sandstream, and foes struck
its anchor to a location or object the Arisen is touching
suffer the Knocked Down Tilt if they the mummy achieves an
(including herself).
exceptional success. The sandstream may autofire at a short
• Inflict one point of aggravated damage on the ghost. or medium burst, but the Arisen cannot attack with it in the
turn following burst fire as she must draw a deep breath to re-
• Shift a dot from one of its Attributes to another (subject plenish the howling winds. Unleashed alongside the third tier
to the usual Attribute maximums). of this Utterance, the sandstream may also make long bursts.
Ab: With an Ab Pillar rating of 1 or higher, the sands of
• Grant or remove the Psychokinesis Merit for the
Duat afflict those within Neter-Khertet as well, making them
control of fire; granting the merit causes the ghost’s
valid targets for attack.
appearance to become fiery and frightening, like a
spectral demon of Duat. Tier 2
She may also choose to gird the ghost with a frightening, Power ripples out from the mummy’s feet in a pulse of
deathly panoply, equipping it with two points of armor and a golden energy that reeks of dust and anise. Whatever surface
weapon with a +1 Initiative modifier and 2L damage rating. the mummy stands upon, up to the limit of her vision, warps
This garb is spun out of the ghost’s own ephemera and is and shifts and folds into itself. Rolling red sands pour outward
in the aesthetic of Irem, with scorpion insignia and stylized from these folds, until the ground is as the desert dunes.
animal-head helms. For the remainder of the scene, the mummy may attempt
Exceptional Success: The Arisen’s work is masterful and to grapple a new target within visual range each turn in ad-
efficient; she regains the point of Ka spent to unleash this tier. dition to his normal actions and any ongoing grapples already
established by this tier. The sands swirl beneath the target,
Failure: The Arisen fails to shape the ghost’s nature.
attempting a grapple with a dice pool of Ba + Sekhem. The
Dramatic Failure: The ghost’s unchanging nature hardens Arisen performs the contested grapple rolls for ongoing grap-
and calcifies; this tier cannot affect it in future, and it gains ples reflexively and may continue to act on his turn as usual.
the Insane Tilt for the remainder of the scene. However, if he wins he cannot choose the Damage grapple
Ka: With a Ka rating of 4 or higher, the Arisen can under- move. Instead, successfully using the Restrain grapple move
take a dreadful act — pouring a portion of her own self and pulls victims beneath the sands, inflicting one point of bashing
essence into a ghost permanently. Instead of the usual effects damage each turn until freed.
of this tier, on a successful roll she can increase the Rank of Ba: With a Ba Pillar rating of 2 or higher, the mummy
the target ghost by one, up to a maximum Rank equal to her may reflexively disappear into the sands and emerge elsewhere
Ka rating. She may only empower a single ghost in this way at within visual range of his original location as his movement
a time; using this effect again on another ghost immediately on his turn. This sudden movement also increases his Defense
weakens an existing recipient of the power and reduces its by 2 for a turn.
Rank again. She may unleash the first tier of this Utterance
to summon the empowered ghost at no cost and regardless of Tier 3
contact with its anchor, and can command it as per the second Expectorating a vast quantity of sand with a demonic howl,
tier without cost or dice roll. However, should the empowered the mummy conjures a howling sandstorm. This applies the
ghost be destroyed (not merely discorporated), the Arisen Sandstorm Tilt to the scene, though the mummy herself is
suffers an immediate Gap Breaking Point to her Memory. immune and benefits from substantial concealment as long

158 Chapter Three: Creating A Mummy


as she remains within it. As an Instant action, she can direct and a decade. Only from Sekhem 5 and lower does the
the sands to pile up in thick drifts, creating a Size 5 area of mummy easily pass for a healthy human. This is all an
tough cover out of the sandstorm. Repeated use quickly fills illusion maintained over the sahu.
doorways and blocks off avenues of movement. By spending
a full scene unleashing this Utterance, the mummy expands • Snuffed Out Flame: A mummy with Sekhem 0 ends
the area of the sandstorm to a radius of her Ka + Sekhem in her Descent. Her body dies and she rests in henet. She
miles, lasting until the end of the chapter. only revives with a successful Call (p. 212), the start
of a Sothic Turn (p. 72), or other supernatural means.
Ka: With a Ka Pillar rating of 4 or higher, the mummy
may disperse herself within the sands, granting her perfect • Descent: Mummy players roll Sekhem as a dice pool
awareness within the storm and increasing her Speed by 10. during Descent Rolls (p. 200).
The sandstorm swirls and howls, and the mummy may move
herself and the storm along streets and through winding pas- • Maximum Pillars Points Per Turn: Sekhem deter-
sageways, flowing into any confined space that isn’t airtight. mines how many Pillar points (p. 160) a mummy can
spend per turn.
SEKHEM • Utterance Maximum: Sekhem determines the maxi-
Where there is life, there is Sekhem. mum rating of Utterances (p. 160) a mummy can use.
Sekhem is the mystical energy emanating from all living
• Trait Maximum: At Sekhem 6+, a mummy’s
things, allowing for the free flow of feelings and recollection
Attributes and Skills can be increased above five dots
in the universe. Revealing itself through passionate moments
to a maximum of her Sekhem. Mummies at Sekhem
and intense memories, it subtly alters the environment as it
5 or below lose access to any Trait dot ratings above 5
coalesces. It brightens the light during a joyful birth. It thick-
but regain their access when their Sekhem increases
ens the air after a painful argument.
to 6+.
Those who know how to manipulate it create miracles. The
Rite of Return was perhaps the greatest of these, conquering • Maximum Physical Attribute Boost: Sekhem de-
death and infusing the Arisen with enough energy to fuel termines the number of dots a Physical Attribute is
centuries of lifetimes. Such power has a price: as products of increased by spending a Pillar point (p. 160). A mummy
necromancy, mummies cannot create their own Sekhem as with Physical Attribute 6+ with a Sekhem rating of 5
can the living. They must endure the Descent (p. 199), living or below use a starting Attribute rating of 5 to calculate
powerful but brief lives. Pillar point increases.
Effects of Sekhem • Lifesense: Mummies can detect spikes of Sekhem
Sekhem is rated from 1-10 dots. Each dot has specific through a phenomenon known as kepher (p. 212).
effects, detailed on the Sekhem Effects chart (p. 160).
• Ephemeral Ward: Ephemeral entities (p. 231) are
• Supernatural Advantage: Sekhem acts as Supernatural incapable of possessing mummies. Any attempt to
Potency for mummies. It also serves as Supernatural use the Possess Manifestation (p. 234) on a mummy
Tolerance, adding to dice pools to resist some super- automatically fails.
natural powers.
• Will of Life: Once per turn, mummies may sacrifice
• Burning Bright: At the start of most Descents, mum- one dot of Sekhem to completely refresh all Willpower
mies begin with Sekhem 10. Time, certain supernatural points. This is a reflexive action (p. 176).
attacks, death, and disobedience to the Judges erode a
mummy’s Sekhem rating until it reaches 0. A mummy • Sahu Repair: The sahu, or body of a mummy, can
at Sekhem 10 and 9 appears as a monstrous mummy, recover from grievous injuries with a Sekhem infusion.
crackling and glowing with power. At Sekhem 8 and 7 Once per turn, mummies may reflexively sacrifice a dot
this stabilizes and the Arisen appears as a walking, but of Sekhem to fully heal all damage.
regal mummified body. By Sekhem 6 and 5, the mummy
appears as a walking cadaver dead for between a year • Resurrection: If a mummy dies with a Sekhem rating
higher than 0 and has either an intact sahu, an avail-
able canopic jar (p.165), or an Invested cultist (p.165)

Sekhem 159
SEKHEM EFFECTS
Sekhem Trait Maximum Pillar Points Per Turn Utterance Level Attribute Boost
10 10 5 5 4
9 9 5 5 4
8 8 4 5 4
7 7 4 5 3
6 6 3 5 3
5 5 3 5 3
4 5 2 4 2
3 5 2 3 2
2 5 2 2 2
1 5 1 1 1

then she enters a Death Cycle (p. 319). When the cycle Effects of Memory
resolves, she revives fully healed after a period of time
determined by her Memory (p. 161). • Pillar Recovery: Memory is used as a dice pool to
recover Pillar points (p. 161).
• Deathless: Mummies appear to supernatural senses as
simultaneously alive and dead. • Death Cycle: Memory is used as a dice pool during
Death Cycles (p. 319).
• Customizable Metabolism: Mummies have complete
control over their physiology and may activate or de- • Resurrection: Memory determines the minimum
activate any number of biological functions. This is a length of time a mummy’s body spends dead before
reflexive action. resurrecting at restored health.

• Long Gone Days: Mummies remember their identity


MEMORY and the events of their previous Descents based on
their Memory ratings. Previous Descents do not need
T he Rite of Return was glorious and traumatic. The Arisen
stood before the Judges and spoke their decree yet came
back from Duat with scattered memories and suppressed
to follow chronological or serial order, nor do they
need to be previously played in-game. The player and
Storyteller determine which Descents the mummy
personalities. Perhaps this is what the Judges wanted: barely remembers at the start of a Descent and when the
sentient slaves with just enough knowledge to carry out orders. mummy’s Memory rating changes.
Judges may control a mummy’s Sekhem, but only the
Arisen are responsible for Memory recovery and loss. Sekhem • Automaton: Mummies that reduce their Memory to
and Memory are often at odds. Regaining a sense of self 0 during a Descent cannot remember anything besides
sometimes means ignoring or outright disobeying the Judges. the location of their Tomb, the location of nearby
Following their orders can lead to actions that a mummy vessels, and their Judges’ commands. If all commands
begs to forget. are complete, they return to their tomb and await
A mummy’s Memory is a combination of the knowledges further orders from their Judge. This effect lasts until
she’s learned, the Descents she’s experienced, the person the mummy is either killed or Descends completely.
she’s become, and the Iremite life she left behind. As she The next time she returns to life, her Memory resets to
rediscovers herself, it all comes back layer by layer. It becomes 1. Only mummies with Memory 8+ remember events
a kind of paradox. More Memory helps the soul recover, but that occurred while at Memory 0.
so many recollections weigh it down and make it harder to • Amnesiac: During the first scene of a new Descent, a
return from death. mummy always has Memory 0. When the scene ends,

160 Chapter Three: Creating A Mummy


MEMORY EFFECTS
Memory Knowledge Recalled Descents Mortal Life Resurrection Time
10 Full Identity Every Descent, Rite of Return Entire Life 3 Hours
9 Full Identity Every Descent Entire Life 2 Hours
8 Full Identity Every Descent Iremite Knowledge 2 Hours
7 Near Complete Every Descent Basic Iremite Knowledge 30 Minutes
6 Near Complete Two Previous Descents Guild Career 15 Minutes
5 Near Complete One Previous Descent Death 10 Minutes
4 Basic Identity One Previous Descent Friends and Family 3 Minutes
3 Basic Identity Rough Details of One Previous None Instant
Descent
2 Basic Identity Fragments of One Previous None Instant
Descent
1 Iremite None None Instant
Language
0 Automaton None None Instant

their Memory automatically resets to the mummy’s GAPS (THREE DICE)


current Memory rating.
Gaps are serious acts of rejection and denial. These include
• Mediator: At Memory 8+, a mummy can mediate (p. active suppression of a mummy’s past and present.
199) a Cult. Sample Breaking Points: Destroying Nameless Empire
remnants that involve the mummy, impeding the recovery of
LOSING MEMORY a fellow Arisen’s Memory, refusing to experience a destroyed
vessel’s memory.
Mummies risk losing Memory when they act in ways that
reject their past or deny their present. When a mummy re- ABSENCES (ONE DIE)
fuses to engage with their previous actions as Iremite citizen
and Deathless immortal or ignores their current identity and Absences are outright and intentional acts of rejection and
principles to pursue the will of the Judges, she undergoes a denial, sometimes to the point of destruction.
Breaking Point, with the cost of failure being a dot of Memory. Sample Breaking Points: Abandoning the meret to pur-
The player rolls a set dice pool based on the action’s severity. sue a Judge’s agenda, intentionally hastening the Descent,
Memory Breaking Points have three severities: Lapses, Gaps, destroying evidence of the mummy’s mortal life.
and Absences.
The following Breaking Points are only a sample of what RECOVERING MEMORY
could test a mummy’s Memory. Storytellers and players are
Mummies recover Memory through uncovering the past, ac-
encouraged to customize Breaking Points for their characters
cepting their previous actions, and affirming their present identity.
during play.
These actions earn Reminisce Beats that accumulate into Reminisce
Experience, a special kind of Experience only spent on Memory.
LAPSES (FIVE DICE)
Take a Reminisce Beat when your character meets the
Lapses are small acts of rejection and denial. These include following criteria.
necessary evils of Arisen existence.
• When your character uncovers a hidden truth of the
Sample Breaking Points: Concealing identity, pursuing
Nameless Empire, take a Reminisce Beat.
a Judge’s order solely to retain Sekhem, refusing a chance to
act according to decree. • When your character assists a Touchstone in fulfilling
their Virtue or Vice.

Memory 161
• When your character performs a righteous act in
keeping with her decree, take a Reminisce Beat.

• When your character discovers a secret from a previous Aging Touchstones


or future Descent, take a Reminisce Beat.
Unless they’re Sadikh, or discovered a form of
• When your character completely cannibalizes a vessel immortality, their role as Touchstones might be
(p. 213), take a Reminisce Beat. transient at best due to their tendency to age
and die while the mummy sleeps. The memory of
• When your character reaches a new minimum rating in the Touchstone does not fade, however, and an
all Pillars, (e.g. at least •• in all Pillars), your character Arisen can unconsciously designate the role to a
receives an amount of Reminisce Beats equal to the new Witness or Inheritor in the next era they vis-
new minimum rating. it, providing the Touchstone was not killed while
the mummy was awake. This new Touchstone
TOUCHSTONES must be in some way linked to the last one,
whether through blood, appearance, behavior,
or even something as simple as a shared name.
M ummies can make Touchstones of Sadikh, Inheritors,
and Witnesses, with each possessing benefits and
drawbacks. While the Sadikh is theoretically eternal, the
Something of them must awaken in the mummy
the memory of the Touchstone’s predecessor. This
practice leads to some mummies targeting inno-
Rite of the Engraved Heart (see p. 204) cannot be undone, cent victims who would rather have nothing to do
creating a long-lasting burden should the immortal servant with Deathless society, but find themselves inexo-
prove treacherous or unreliable. Conversely, a Witness is an rably drawn into it.
ordinary mortal with a mortal’s weaknesses, but might prove
the most likely to spur memories in their master or mistress
through passionate action.
makes an Inheritor as important to the Arisen as any relic from
THE SADIKH her past. The Rite confers a sacred trust upon the Inheritor,
like the Sadikh, though not eternally binding, to protect a vital
The most common of a mummy’s Touchstones is her
component of the Deathless’ own immortal essence within
Sadikh (see p. 315). Unsurprising, given they represent a
the fragile container of their mortal body.
mortal willing to give their very existence to the service of
the Arisen, to be their constant companion throughout each Such a trust is normally built up over a long period of
awakening. service and is a form of reward for immense loyalty and
self-sacrifice in the mummy’s name. Such submission to a
Sadikh are commonly Touchstones, but it is not always the
greater purpose casts the age-old mind of the Deathless back
case. Many are treated with a certain disdain by their masters
to their own Rite of Return, a strong image indeed. This
and seen as little more than senior slaves by the servants of
permanent reminder of service to a grand plan bigger than
Duat. Some may also lose faith in their masters over the long
one man or woman helps many mummies justify their endless
centuries of slumber in a half-mad dream of life.
march through time in service to Duat.
Those maintaining their bond of service often act as the
Mortals voluntarily bearing this weight are regularly chosen
Arisen’s close friends or even lovers. Some are merely defined
as manifestations of the mummy’s chief aspects. Their person-
by the notion of service to a higher cause and view their
alities reflect the Pillar invested within them, and the addition
eternal suffering as a sort of penance for the perceived good
of that part of the mummy enhances those traits still further.
that they do when they awake. Whatever the case, they are
Immortals and sorcerers may also be selected for this role,
not just a vessel of the mummy’s will and power, they are also
though their links to the mummy are often more mercenary.
her closest tie to her former self. A physical manifestation of
all that has been sacrificed to enable the Deathless’ march
through the ages to proceed. THE WITNESS
The moment when a mortal comes to the full realization
THE INHERITOR of the scale of a Deathless’ power can be overwhelming.
Even without subtle manipulation or direct control, such
Inheritors are chosen by the mummy to fully or partially
individuals often find themselves drawn to the mystique
embody one of their Pillars. The Rite of Investment (p. 204)
and allure that a life beside such a being has. Witnesses

162 Chapter Three: Creating A Mummy


are mortals who, through exposure to the Arisen and her
cult, have come to respect, love or even fear it. What truly
EXAMPLE TOUCHSTONES
attaches the Witness to the Deathless though is the fleeting The following is a list of example Touchstones, howev-
glimpse of Memory that exists within a mummy’s creaking er, players are encouraged to customize their selection of
mind. As the winds of time blow dust from the pages of Touchstones to most accurately reflect the binding between
ancient memories, some Deathless find themselves looking the mummy and their fading Memory.
at mortals and seeing faces from their past, or glimpses of
half-remembered feeling. Bonds of loyalty and kinship to FIREBRAND CULTIST
something other than Duat and its remorseless rulers. Through the eyes of this zealot, the commitment of the
Such moments may be cast aside by an Arisen as a fickle Arisen to their goal is inflamed. Their unswerving belief in
fancy, though some are taken deeper to heart. Witnesses the beneficence of their patron and the righteousness of her
become targets for recruitment into the cult or are simply cause recalls to her the very reason she gave up her life to the
extended its watchful protection. While the bond with Judges in the first place.
such a Touchstone is perhaps the least demanding for
a Deathless, it is certainly one of the most dangerous to SHADOW OF AN OLD FLAME
form. Without the protection of the mummy’s powers, the
There is something about this face that entrances and
Witness is as easily hurt or coerced as any other mortal.
beguiles the Arisen, awakening feelings long since dead. She
When a Witness is made into a Touchstone, they no longer
may remember an echo of a name from her days of life, but
suffer the ill effects of Sybaris.
it is a whisper on the winds of time. Perhaps if she keeps this
mortal close enough, it will come to her.

Touchstones 163
CONFIDANTE understands that it is not measurable within the scale of
one person’s petty morality. True justice belongs to a man-
Even before he was Sadikh, this man earned the trust of date handed down over the centuries. Sure, her lawmakers
the Deathless. The naked truth of the master is laid bare to are hardly the pitiless Judges of Duat, but she serves them
this servant, who acts as both conscience and reminder of who nonetheless.
she is. In a crowded room with many arguing voices, theirs
rings out clear as a bell to the Arisen. BUDDING HISTORIAN
MIRROR OF THE AGES Dr Schwartzmann is so close to the next big discovery and
the Arisen is licking her lips waiting to see what he makes of
How many souls can there be in existence? In all of it. She has been supplying his curiosity with enough bread-
those, there must be some linked by destiny. In this person, crumbs to allow him a trail to follow. He may be a bit of an
the Arisen sees themselves. All of their faults and strengths. outcast among the archaeological community, but he alone
While this can lead them to be harder on them than most, the has come close to unearthing secrets that elude all others too
attention lavished upon them draws the jealous eye of others blind to follow the clues to their only true conclusion. And
who would hold such interest to a being like the mummy. that is where he would finally find her.

EPITOME OF LIFE GUARDIAN OF THE PILLAR


Dancing and twirling with reckless abandon, moving to Hikaru’s body is a temple, and holding it up was a pillar.
the beat of an unimaginable music, the likes of which couldn’t As the Inheritor to his master’s pillar of Ab, he was sworn to
have been played on the instruments native to Irem. She is defend something sacred. Trusted to carry with him part of the
vital, she is the heartbeat in a dead chest. Her chaotic nature very soul of a Deathless. Hikaru’s unwavering commitment to
may fly in the face of centuries of tradition, but she and she his charge is brought home each night as the Arisen watches
alone twitches the stern features of the Deathless into a thin him, training himself in combat, dining on the most nutritious
smile at the childlike wonder and enjoyment of life. and beneficial food and drink he can afford. He has part of
her within him and treats it as an honored guest.
DUTIFUL CLERK
Stamp. Stamp. Stamp. While the day-to-day existence of MUMMY INJURY,
the bank clerk may seem humdrum, this one’s approach to it
caught the eye of the Arisen as she sat watching her Sadikh HEALING, AND DEATH
make another deposit on her behalf. The others chatter,
looking to the clock on the wall. This one’s eye never wavers
from her duty. She must be wondering who this strange person
M ummies are granted a near-miraculous hardiness. Even
death can be a mere setback to the Arisen.
is who keeps making these small deposits. And why does she
keep staring at her with strange satisfaction? DAMAGE SOURCES
Mummies don’t take injury in the same way living bodies
DOUBTING LAWRENCE do. They receive the following changes to basic sources of
Lawrence’s family were proud of him when he joined the harm (p. 185):
seminary. Many of the letters the Arisen has read encourage • Mummies cannot bleed to death.
him to fully embrace his life of service, devotion and endless
prayer. However, the mummy hears those prayers, each night. • Mummies cannot be knocked unconscious.
Seeking answers to the doubts that plague his mind and the
possibilities he is leaving behind in choosing this life. Such • Mummies suffer bashing damage from firearms, blades,
thoughts are familiar to the Arisen, she wonders if Lawrence’s and melee weaponry.
God will answer, as hers did.
• In addition to basic sources of aggravated damage,
mummies suffer aggravated damage from fire and
COURT JUSTICE vessels (p. 207) in the form of weaponry.
This woman’s hammer is the weapon of the law. Though
she does not wield it in her own service. She understands
that justice is about a higher authority than oneself. She

164 Chapter Three: Creating A Mummy


HEALING RATES
Mummies quickly heal from wounds and can use Sekhem
(p. 159) and Pillars (p. 123) to heal even faster. They naturally Immortality’s Curse
heal injuries at the following rate:
The Deathless can die within the boundaries of
• 1 point of bashing damage per turn. a Descent, but even the most thorough foe can
only slow their eternal servitude for a moment.
• 1 point of lethal damage every half hour. An enemy may destroy a mummy’s body, grind
her canopic jars to powder, and exterminate ev-
• 1 point of aggravated damage every three days. ery one of her cultists, but this does not end the
Arisen’s existence. Though it certainly means her
DEATH AND RESURRECTION toil in this time is at an end — and she will face her
Judge’s ire for her failure — the Rite of Return en-
A mummy dies in two ways: sures the mummy’s reawakening at another time
• The mummy’s health is completely filled with aggravat- and in another place.
ed damage, and she is not currently under the effects The service of these immortals to their pitiless mas-
of Seal the Flesh (p. 123). ters is truly eternal. Only a rare few events can
end their slavery, and the Judges jealously con-
• The mummy succeeds at a Descent Roll (p. 200) at trol these avenues of release.
Sekhem 1, reducing her Sekhem to 0.
Mummies that die enter a Death Cycle (p. 319). They
embark on a harrowing journey in Neter-Khertet, searching
for the enigmatic Iremite god, Anpu. If the mummy’s Sekhem • If a mummy has at least one canopic jar, the mummy’s
rating is 0, their Descent typically ends when the mummy player chooses which jar revives her, which may be
and Anpu meet. Otherwise, the mummy’s player may choose in a different location from where the mummy died.
whether the mummy ends their Descent or returns to life. The jar bursts open to reveal the organ inside. The
The starting Sekhem for revived mummies (see p. 98) mummy’s sahu quickly builds itself around the organ
varies depending on the method of awakening. All pre-death during the Memory-determined resurrection time.
damage is cleared upon newly awakening. Mummies that Starting characters own all four canopic jars, holding
return to life must roll their highest Pillar rating to complete the mummy’s stomach, lungs, liver, and intestines.
the Death Cycle. For every success, they earn a dot of Memory
• A mummy may reincarnate inside an Invested cultist
with which they wake, to a maximum of 3. All pre-death
(p. 204), taking the cultist’s body for her own. The
damage is cleared.
mummy may remove the body’s four internal organs
If a mummy dies and her body is destroyed, she can still to create new canopic jars.
return to life through two methods:

Mummy Injury, Healing, and Death 165


Fight for the things that you care about,
but do it in a way that will lead others to join you.
— Ruth Bader Ginsburg

T his chapter contains the basic rules for playing Mummy:


The Curse. The Chronicles of Darkness rulebook
contains more information, including optional systems and
One dot in an Attribute reflects a below-average capacity.
Two dots are about human average. Three and four reflect
a high level of competency, while five reflects the height of
examples of play. human potential in that field. Supernatural beings sometimes
have Attributes rated at 6 or more dots.
TRAITS MENTAL ATTRIBUTES
I n addition to the supernatural traits of the Arisen, Chronicles
of Darkness characters have mundane traits common to
mortals and monsters alike. Attributes are raw potential, Skills
Mental Attributes reflect your character’s acuity, intellect,
and strength of mind.
are trained abilities, and Skill Specialties are specific areas of Intelligence
training in which a character excels. Willpower is the extra
Intelligence is your character’s raw knowledge, memory,
effort a character brings to bear in a stressful or dangerous
and capacity for solving difficult problems. This may be book
situation, when success is crucial or hangs by a thread. Some
smarts, or a wealth of trivia.
supernatural powers also use Willpower.
Attribute Tasks: Memorizing (Intelligence + Composure,
Humans possess a personal Virtue and Vice from which
instant action)
they can draw strength and refill their Willpower. Since the
Judges shackled the Arisen into eternal servitude, mummies Wits
refill their Willpower through the Balance and Burden of Wits represents your character’s ability to think quickly
their timeless condition instead. and improvise solutions, reflecting your character’s percep-
tion, and ability to pick up on details.
ATTRIBUTES Attribute Tasks: Perception (Wits + Composure, reflexive
Attributes represent essential traits that every character action)
possesses by default. These serve as the foundation to most
rolls in Mummy: The Curse. The nine Attributes are split
Resolve
into three categories: Mental, Physical, and Social. If a game Resolve is your character’s determination, patience, and
rule refers to a “Social roll,” or a “Mental action,” that means sense of commitment. It measures your character’s concen-
an action that uses the appropriate Attribute category. tration in the face of distraction and danger, or ability to
continue doing something in spite of insurmountable odds.

Traits 167
Attribute Tasks: Resisting coercion (Resolve + Stamina,
reflexive action)
SKILLS
Attributes represent innate ability; Skills reflect behav-
PHYSICAL ATTRIBUTES iors learned and honed over a lifetime, practiced or learned
from a book. Skills divide into Mental, Physical, and Social
Physical Attributes reflect your character’s bodily fitness
categories.
and acumen.
Skills do not receive free dots at character creation. Skills
Strength without dots are deficient or barely capable. Skills with a
Strength is your character’s muscular definition and single dot reflect a cursory training. Two dots is sufficient for
capacity to deliver force, affecting many physical tasks, professional use. Three is a high level of competency. Four
including most actions in a fight. is outstanding, and five is absolute mastery of the discipline.
Attribute Tasks: Breaking a barrier (Strength + Stamina, When creating your character, prioritize categories. The
instant action), Lifting objects (Strength + Stamina, instant primary category receives 11 dots, the secondary receives
action) seven, and the tertiary four.
Each Skill has sample, common actions listed, which is
Dexterity not a comprehensive guide to where Skills can apply. We also
Dexterity is your character’s speed, agility, and coordina- suggest dice pools, but it is important to look at the context
tion, providing balance, reactions, and aim. of the scene, and apply the best Attribute + Skill combina-
Attribute Tasks: Keeping balance (Dexterity + Composure, tion for the events at hand. Remember that equipment and
reflexive action) environmental modifiers can shift a dice pool. This section
lists some sample equipment and factors that could enhance
Stamina Skill usage.
Stamina is your character’s general health and sturdiness, Using a Skill with no dots incurs a penalty. For Physical
determining how much punishment your character’s body and Social Skills, it levies a −1 die penalty to the roll. For a
can handle before it gives up. Mental Skill, it is a −3 die penalty.
Attribute Tasks: Staying awake (Stamina + Resolve,
instant action) MENTAL SKILLS
SOCIAL ATTRIBUTES Mostly learned rather than practiced, Mental Skills reflect
knowledge and procedure, lore and understanding.
Social Attributes reflect your character’s ability to deal
with others. Academics
A broad Skill, Academics represents your character’s
Presence higher education and knowledge of the arts and humanities,
Presence is your character’s assertiveness, gravitas, and covering language, history, law, economics, and related fields.
raw appeal, giving your character a strong bearing that Sample actions: Recall trivia (Intelligence + Academics,
changes moods and minds. instant action), Research (Intelligence + Academics, ex-
Attribute Tasks: Good first impressions (Presence + tended action), Translation (Intelligence + Academics,
Composure, instant action) extended action)
Manipulation Sample contacts: Rare Book Dealer, Law Professor, Head
Librarian
Manipulation is your character’s ability to make others
cooperate; how smoothly she speaks, and how much people Suggested equipment: Internet access (+1), Library (+1
can read into her intentions. to +3), Professional consultant (+2)
Attribute Tasks: Poker face (Manipulation + Composure) Specialties: Anthropology, Architecture, Art History,
English, History, Law, Literature, Religion, Research,
Composure Translation
Composure is your character’s poise and grace under fire;
his dignity, and ability to remain unfazed when harrowed.
Computer
While most characters in Chronicles of Darkness are
Attribute Tasks: Meditation (Resolve + Composure,
expected to know the basics, the Computer Skill allows your
extended action)
character to program computers, to crack into systems, to

168 Chapter Four: Laws of the Arisen


diagnose major problems, and to investigate data. This Skill Medicine
reflects advanced techniques and tricks; almost everyone Characters with Medicine have knowledge of the human
can operate a computer for email and basic internet searches body, and can make efforts to stem life-threatening wounds
without this Skill. and illnesses. 
Sample actions: Hacking a system (Intelligence + Sample actions: Diagnosis (Wits + Medicine, instant ac-
Computer, extended action, contested if against a security tion), Treating wounds (Intelligence + Medicine, extended
administrator or other hacker), Internet search (Wits + action)
Computer, instant action), Programming (Intelligence +
Computer, extended action) Sample contacts: Bio-Tech Company Researcher, Chronic
Patient, EMT
Sample contacts: AI Researcher, Hardcore Computer
Gamer, White-Hat Hacker Suggested equipment: Medical tools (+1 to +3), Trained
assistance (+1), Well-stocked facilities (+2)
Suggested equipment: Computer system (+0 to +3, by
performance), Custom software (+2), Passwords (+2) Specialties: First Aid, Pathology, Pharmaceuticals, Physical
Therapy, Surgery
Specialties: Data Retrieval, Graphics, Hacking, Internet,
Programming, Security, Social Media Occult
Crafts While the supernatural is unpredictable and often unique,
with the knowledge of things hidden in the dark, legends,
From creating works of art to fixing an automobile, the and lore provided by the Occult Skill, your character picks
Crafts Skill reflects your character’s knack for creating and out facts from rumor.
repairing things.
Sample actions: Identify the sliver of truth (Wits + Occult,
Sample actions: Appraisal (Wits + Crafts, instant action), instant action), Relate two similar myths (Intelligence +
Counterfeit item (Intelligence + Crafts, instant action), Occult, instant or extended action)
Create art (Intelligence + Crafts, instant action), Repair
item (Wits + Crafts, instant action) Sample contacts: Anthropology Professor, Neo-Pagan
Author, Weird Hermit Down the Street
Sample contacts: Automotive Engineer, Makerspace
Enthusiast, Police Sketch Artist Suggested equipment: Well-stocked library (+2)
Suggested equipment: Point of reference (+1), Quality Specialties: Amkhata, Casting Lots, Divination, Duat,
materials (+2), Tools (+1 to +3, depending on utility and Ghosts, Judges, Irem, Sekhem, Sorcery, Superstition, Vessels
specialty), Well-equipped workplace (+2) Politics
Specialties: Automotive, Cosmetics, Engraving, Fashion, Politics reflects a general knowledge of political struc-
Forging, Graffiti, Jewelry, Jury Rigging, Painting, Repair, tures and methodologies, but more practically shows your
Sculpting, Taxidermy character’s ability to navigate those systems and make them
Investigation work the way she intends. With Politics, she knows the right
person to ask to get something done.
Solving mysteries and putting together puzzles, your
character uses Investigation when drawing conclusions, Sample actions: Cut red tape (Manipulation + Politics,
finding meaning out of confusion, and laterally thinking to extended action), Identify authority (Wits + Politics, in-
find information where others could not. stant action), Sully reputations (Manipulation + Politics,
extended action)
Sample actions: Examining a crime scene (Wits +
Investigation, extended action), Solving riddles (Intelligence Sample contacts: Personal Assistant to the Governor,
+ Investigation, instant or extended action) Political Blogger, Union Leader
Sample contacts: Conspiracy Buff, Medical Examiner, Suggested equipment: Official position (+1 to +5, by
Private Investigator Status)
Suggested equipment: Forensic kit (+1), Unrestricted Specialties: Bureaucracy, Church, Democratic, Guilds,
access (+2), Reference library (+2) Local, Organized Crime, Scandals
Specialties: Autopsy, Body Language, Crime Scenes, Science
Cryptography, Lab Work, Riddles Science is your character’s knowledge and understanding
of the physical and natural sciences, such as biology, chem-
istry, geology, meteorology, and physics. 

Traits 169
Sample actions: Assess variables (Intelligence + Science, Sample contacts: Parkour Enthusiast, Physical Therapist,
instant or extended action), Formulate solution (Intelligence Running Club Buddy
+ Science, extended action) Suggested equipment: Athletic shoes (+1), Rope (+1)
Sample contacts: Experimental Physicist, Geology Specialties: Acrobatics, Archery, Climbing, Jumping,
Professor, Mad Inventor Parkour, Swimming, Throwing
Suggested equipment: Reference library (+1 to +3), Well-
stocked laboratory (+2)
Brawl
Brawl reflects your character’s ability to tussle and fight
Specialties: Physics, Neuroscience, Virology, Alchemy,
without weapons, including old-fashioned bar brawls as well
Genetics, Hematology
as complex martial arts.
PHYSICAL SKILLS Sample actions: Breaking boards (Strength + Brawl,
instant action), Hand-to-hand fighting (covered in the
Physical Skills develop through practice, training, and Violence section, p. 181)
learning through action.
Sample contacts: Club Bouncer, Self-Defense Teacher,
Athletics Sparring Partner
Athletics reflects a broad category of physical training Suggested equipment: Brass knuckles (+1)
and ability, covering sports, and basic physical tasks, such Specialties: Boxing, Dirty Fighting, Grappling, Martial
as running, jumping, dodging threats, and climbing, as well Arts, Threats, Throws
as a character’s ability with thrown weapons.
Sample actions: Acrobatics (Dexterity + Athletics, instant Drive
action), Climbing (Strength + Athletics, extended action), Foot Most modern characters can likely drive, and a character
chase (Stamina + Athletics, contested action), Jumping (Strength can drive a car without dots in this Skill. With this Skill,
+ Athletics, instant action, one foot vertically per success) however, a character can control and maneuver automobiles,

170 Chapter Four: Laws of the Arisen


motorcycles, boats, and even airplanes in moments of high Sample contacts: Bow Hunter, Burglar, Lookout from a
stress, such as a high-speed chase or trying to elude a tail. Former Job
Drive also reflects horseback riding, as appropriate to your Suggested equipment: Binoculars (+1), Dark clothing
character’s history. (+1), Smokescreen (+2), Spotters (+1)
Sample actions: Impressive maneuvering (Dexterity + Specialties: Camouflage, Crowds, Faking Death, In Plain
Drive, instant action), Pursuit (Dexterity + Drive, contested Sight, Rural, Shadowing, Tomb, Stakeout
action), Tailing (Wits + Drive, contested action)
Sample contacts: Bush Pilot, Mechanic, Street Racer
Survival
Suggested equipment: Performance vehicle (+1 to +3) Survival represents your character’s ability to “live off the
land.” This means finding shelter, finding food, and otherwise
Specialties: Defensive Driving, Chariots, Evasion, Off-
procuring the necessities for existence.
Road Driving, Motorcycles, Pursuit, Stunts
Sample actions: Foraging (Wits + Survival, extended
Firearms action), Hunting (for animals, Wits + Survival, extended
Firearms reflects your character’s ability to identify, main- action)
tain, and otherwise use guns. This Skill covers everything Sample contacts: Homeless Person, Off-the-grid Survivalist,
from small pistols, to shotguns, to assault rifles, and anything Scout Master
else related.
Suggested equipment: Survival guide (+1), Survival knife
Sample actions: Firefights (see p. 184 for more on how (+1)
firearms violence works)
Specialties: Duat, Foraging, Hunting, Navigation, Shelter,
Sample contacts: Gun store owner, Local law enforcement, Weather
Sharpshooter
Suggested equipment: See p. 372 for a full list of firearms
Weaponry
Weaponry is the ability to fight with hand-to-hand
Specialties: Handguns, Rifles, Shotguns, Trick Shots
weapons, such as swords, knives, baseball bats, and even
Larceny chainsaws. If the intent is to strike another and harm him,
Larceny covers intrusion, lockpicking, theft, pickpock- Weaponry is the Skill.
eting, and other (generally considered) criminal activities. Sample actions: Attacking another (see p. 183 for more
While typically learned on the streets, outside of formal on Weaponry fighting)
methods, stage magicians and other entertainers learn these Sample contacts: Fencing Instructor, Gang Member,
skills as part of their repertoire. Western Martial Arts Enthusiast
Sample actions: Bypass security systems (Dexterity + Suggested equipment: See p. 371 for a full list of weapons
Larceny, extended action), Lockpicking (Dexterity +
Specialties: Chains, Clubs, Improvised Weapons, Spears,
Larceny, extended action), Pickpocketing (Dexterity +
Swords
Larceny, contested action)
Sample contacts: Shady Pawn Shop Owner, Parole Officer, SOCIAL SKILLS
Three-Card Monte Dealer.
Suggested equipment: Crowbar (+1), Crowded area (+2), Animal Ken
Lockpicks (+2), Partner in crime (+1) Animal Ken reflects your character’s ability to train and
Specialties: Breaking and Entering, Concealment, understand animals. With Animal Ken, your character can
Lockpicking, Pickpocketing, Safecracking, Security Systems, charm beasts or even rile them to violence, under the right
Sleight of Hand, Tomb Traps circumstances.
Sample actions: Animal training (Manipulation + Animal
Stealth Ken, extended action), Cowing an animal (Presence +
The Stealth Skill reflects your character’s ability to move Animal Ken, contested action)
unnoticed and unheard, or to blend into a crowd. Every char- Sample contacts: Cat Lady, Rodeo Horse Trainer, Zoo
acter approaches Stealth differently; some use distraction, Veterinarian
some disguise, while some are just hard to keep an eye on.
Suggested equipment: Treats (+1), Whip (+1)
Sample actions: Losing a tail (Wits + Stealth, contested
action), Shadowing (Dexterity + Stealth, contested action)

Traits 171
Specialties: Birds, Canines, Felines, Reptiles, Calming, Persuasion
Training Relying your character’s force of personality to sway
Empathy the listener, Persuasion is your character’s ability to change
minds and influence behaviors through logic, fast-talking,
Empathy represents your character’s ability to read and
or appealing to desire.
understand others’ feelings and motivations. This helps
discern moods, or read deceptive behavior in discussion. It Sample actions: Fast-talk (Manipulation + Persuasion,
is not inherently sympathetic; one can understand another’s extended action), Firebranding (Presence + Persuasion,
positions without agreeing with them. instant action), Seduction (Manipulation + Persuasion,
extended action)
Sample actions: Finding someone’s pain (Wits + Empathy,
contested action), Sense deception (Wits + Empathy, con- Sample contacts: Car Salesman, Speech Coach, Trial
tested action), Soothing nerves (Manipulation + Empathy, Lawyer
instant action) Suggested equipment: Designer clothing (+1 to +3),
Sample contacts: Shoulder to Cry On, Police Profiler, Reputation (+2)
Psych Student Specialties: Confidence Scam, Fast-Talking, Inspiring,
Suggested equipment: Muted clothing (+1), Relaxing Sales Pitch, Seduction, Sermon
environment (+2) Socialize
Specialties: Calming, Emotion, Lies, Motives, Personalities, Socialize reflects your character’s ability to present her-
Cult Members self well and interact with groups of people (or mummies)
Expression using proper (and setting-appropriate) etiquette, customs,
sensitivity, and warmth. A character with a high Socialize
The Expression Skill reflects your character’s ability to
is the life of the party.
communicate. This Skill covers written and spoken forms
of communication, journalism, acting, music, and dance. Sample actions: Carousing (Manipulation + Socialize,
instant action), Fitting in (Wits + Socialize, instant action),
Sample actions: Composing (Intelligence + Expression,
Getting attention (Presence + Socialize, instant action)
extended action), Performance (Presence + Expression,
instant action) Sample contacts: Diplomat, Drinking Buddy, Society
Matron
Sample contacts: Investigative Journalist, Political Speech
Writer, Reclusive Poet Suggested equipment: Drugs (+1), Knowing people (+1),
Money (+1 to +5)
Suggested equipment: Quality instrument (+1 to +3)
Specialties: Bar Hopping, Church Lock-in, Dress Balls,
Specialties: Dance, Drama, Journalism, Musical
Cult Rituals, Frat Parties, Political Fundraisers, The Club
Instrument, Performance Art, Singing, Speeches
Intimidation Streetwise
The Streetwise Skill is your character’s knowledge of life
Intimidation reflects your character’s ability to influence
on the streets, telling her how to navigate the city, how to
others’ behavior through threats and fear. It could mean
get information from unlikely sources, and where she will be
direct physical threats, interrogation, or veiled implications
(relatively) safe. If she wants to get something on the black
of things to come.
market, Streetwise is how.
Sample actions: Interrogation (Wits + Intimidation,
Sample actions: Finding a shortcut (Wits + Streetwise,
contested action), Stare down (Presence + Intimidation,
instant action), Working the black market (Manipulation
contested action)
+ Streetwise, instant action)
Sample contacts: Barroom Tough Guy, High-Powered
Sample contacts: Bartender in a Rough Part of Town, Drug
Executive, Police Interrogator
Dealer, Undercover Cop
Suggested equipment: Fearsome tools (+2), Gang colors
Suggested equipment: Burner phone (+1), Known nick-
(+2), Isolated room (+1)
name (+2), Valuable contraband (+1 to +3)
Specialties: Direct Threats, Interrogation, Stare Down,
Specialties: Black Market, Cults, Gangs, Navigation,
Torture, Veiled Threats
Rumors, Undercover

172 Chapter Four: Laws of the Arisen


Subterfuge to fill this role and their help is invaluable for the Arisen,
Subterfuge is the ability to deceive. With Subterfuge, your whether mummies are willing to admit it or not. In recent
character tells convincing lies, projects hidden messages in times, where technological and social changes happen at
what she says, hides motivations, and notices deception in faster rhythm, cultists are best suited to introduce their
others. immortal masters to a society to which they do not belong
while also being able to act and solve issues in a way only
Sample actions: Disguise (Wits + Subterfuge, instant ac- they can. However, even the most trusted cultist cannot help
tion), Lying (Manipulation + Subterfuge, contested action) with the threat of Arisen’s cursed memories. Sekhem and
Sample contacts: Con Artist, Crooked Politician, Out the torments of Duat ravage the mind of mummies, turning
of- work Actor the wisest scholar into a clueless illiterate and a champion
Suggested equipment: Costume supplies (+2), Fake ID of Irem barely remembers how to lift a sword. Should this
(+1), forgetfulness cling to mummies beyond the moment of their
Specialties: Detecting Lies, Doublespeak, Hiding Emotion, awakening, it drags them down and separates them from a
Little White Lies, Misdirection part of their own identity. The moment it dissipates is both a
glorious epiphany and a painful reminder of their condition.
SKILL SPECIALTIES As an optional rule, Storytellers wishing to represent this
aspect of the Curse in their games can allow players to pick
Skill Specialties are narrower refinements of the broader the Forgotten Skill Condition (see p. 353) at the beginning
Skills that help define your character’s particular exper- of their character’s current Descent. The player can either
tise. For example, your character might have three dots decide to resolve the Condition without taking a Beat at the
in Firearms, but a Specialty in Rifles, making him capable end of the Descent or maintain it through the next one. A
with all guns, but particularly good with rifles. The Skill character can have at most three separate instances of the
descriptions contain example Specialties. The Storyteller is Condition, one for each Skill category.
the ultimate arbiter of what does and does not constitute a
Specialty; Specialties that are too broad or too narrow can SKILLS AND THE DARK ERAS
hurt the story or never come into play.
Considering mummies experience time in a non-linear
If a Specialty applies to your roll, add a die. Multiple
manner, a Mummy: The Curse game may easily feature
Specialties may apply to a single roll, within reason. If you
scenarios set before the modern era. Whether in a flashback
find yourself going to great lengths to justify a Specialty, it
or a proper historical chronicle, certain Skills did not exist
probably does not apply.
until recent times. Chronicles of Darkness: Dark Eras dis-
Skill Specialties let you flesh out your character while cusses how Skills have evolved across ages, starting on p. 23.
offering a mechanical benefit. When creating your character,
While this does not affect character creation in games
let Specialty choice guide his development. For example,
mainly set in the modern era, this aspect of the game does
there is a huge difference between a character with Brawl 4
require a bit of planning should it ever come up at the table.
(Bar Fights) and Brawl 4 (Aikido).
The most straightforward solution translates dots in Computer,
Drive, and Firearms into dots for their historical predecessors
FORGOTTEN SKILLS AND Enigmas, Ride, and Archery. Alternatively, players may decide
KEEPING UP WITH THE to keep bygone Skills, further highlighting how mummies are
ancient and removed from the world. At the same time, they
MODERN WORLD maintain an insight of anachronistic Skills that few can boast.
Unshackled from the linear flow of time, mummies have The opposite is also possible: characters with contemporary
to deal with brutal temporal and spatial displacement at every Skills in historical settings feel just as out of place. Their
Descent. Thanks to the sorcerous might that empowers them knowledge of things to come can be both a source of confusion
along with centuries of experience, Arisen can adapt and and an opportunity to look at an archaic world with tools and
triumph over their opponents. The harsh truth, however, is perspectives nobody else possess. Players can even choose to
that as emissaries of a civilization that crumbled to dust eons purchase dots both in ancient and modern Skills as a way to
ago, mummies do not truly belong anywhere and anywhen. represent the expertise a truly immortal character can have,
Removed from reality by the same powers that allow them with certain Specialties cross-apply at Storyteller’s discretion.
to exist, mummies need to rely on others to remain in touch Characters roll all Skills with the relevant Attribute as usual,
with the world of the living. Cultists are the best candidates but if they lack actual dots in a certain Skill they do so with

Traits 173
Getting Ahead of the Times
What happens when an Arisen remembers what a cannot even fathom the idea. Mummies overcome a
car is millennia before the combustion engine is in- lack of tools, materials, and proficiency to a degree
vented? How can a mummy awakened at the height nobody else can. Their existence unbound from the
of the Roman Empire with a deep understanding of linear passage of time allows them to bring bits of the
computer programming put such knowledge to use? future into the past, one Descent at a time.
Mummies wield knowledge centuries ahead of its
time. From the simplest commodities to more com- Traces of the Arisen’s passage are scattered through
plex and groundbreaking inventions, the awareness history. Items like calculators made of stone and rust-
of what is missing alienates mummies even further ed gears, ancient batteries still able to harness elec-
from the world. What is mastery of a Skill with- tricity after centuries spent in the dust, and depictions
out the accumulated history that shaped that Skill? of vehicles that should not exist are a source of end-
Some things nobody can anticipate; a grim reality less questions for their discoverers. Only mummies
disheartening and frustrating those confronting it. If recognize these objects for what they are: attempts
anyone can overcome those hardships, though, the by the scions of Irem to recreate modern innovations
Arisen can. Mummies are truly timeless beings: their in an era where they have no place to be. These relics
divine mandate and the Sekhem blazing through hold no supernatural power on their own, but they
their dead bodies give them both the clarity of pur- can shed a light on the hidden history of the world
pose and audacity to try to succeed where others and, in the right hands, help to recover the wisdom of
Irem and Duat buried by the sands of time.

the untrained penalty, even if they are well-versed with the uses Ride, whether the character rides them directly or drives
Skill counterpart. them via coach or chariot. Characters can also use Ride to
The Storyteller should take into consideration these perform basic veterinary first aid on common mount animals
opportunities to toy with unusual character perspectives. and build relationships with them. Common Ride Specialties
include: Jumping, Particular Breeds, Riding in Combat, Tricks,
PRE-MODERN SKILLS Tailing and Unfamiliar Horses. A mount animal has a Handling
score like a vehicle, which starts at the animal’s Wits rating
The following summarizes the information about and increases or decreases based on treatment and training.
pre-modern Skills presented in Chronicles of Darkness: Attributes associated with Ride vary: to ride into battle requires
Dark Eras. Physical Attributes, Social Attributes work better for exhibitions
Archery: Before 1500, the Firearms Skill did not exist and or entertainment, while Wits is more appropriate for rolls that
not until the mid-1800s did it completely eclipse the Archery require quick reactions outside a fight, such as those made to
Skill in ranged combat, when cheap and reliable hand-carried tail someone while mounted. Dramatically failing on a mount
guns became available. Crude, early firearms use the Athletics usually involves injury to the mount or uncooperative behavior,
Skill to fire rather than Archery. Common Archery Specialties like throwing its rider or refusing to move.
include: European Bow, Japanese Bow, Longbow, Pellet Bow, Enigmas: Not until the invention of the home computer
Poor Visibility, Short Bow, Trick Shot and Wind and Weather. in the late 1970s did the Computer Skill exist. Before that
Archery works identically to Firearms except for dramatic fail- point, characters use Crafts or Science to interact with cruder
ures: restringing a bow takes one turn just like clearing a gun computer-like technology. They use the Enigmas Skill to ma-
jam, but damage to the bow itself renders the weapon useless nipulate information, navigate complex systems, solve puzzles,
until repaired. Storytellers might rule that an Archery dramatic and create and decipher codes. Rather than replace interactive
failure results in hitting the wrong target instead, or running problem solving and roleplaying, it should help offer specific
out of arrows if the game tracks ammunition narratively. answers and new options. Common Enigmas Specialties
Ride: Before the late 1700s, the Drive Skill did not exist and include: Bureaucracies, Codes, Conspiracies, Research, and
was not commonplace until the mid-1900s when cars became Social Networks. On a dramatic failure, the Storyteller gives a
more than luxuries for the wealthy. Transportation by animals dramatically appropriate misinterpretation of the information or

174 Chapter Four: Laws of the Arisen


solution. With failure, the character knows she failed and can try The player states what they are trying to accomplish, and
again with a –1 penalty. On a success, the character successfully then the Storyteller decides the appropriate dice pool for
decodes or obscures the information. With exceptional success, that action. There are often different ways to do the same
the character gains more answers than she was looking for or thing, so the traits used often reflect how it is being done.
hides the information exceptionally well. Decoding Ciphers is If a character is trying to get past a bouncer, they could be
an Intelligence + Enigmas extended action requiring between manipulative or they could be intimidating, and the way
5 and 20 success, with each roll representing one hour of work. they decide to roleplay helps determine which traits to roll.
Encoding information is a Wits + Enigmas + equipment Most of the actions characters take indicate which dice
instant action taking between a few minutes and a few hours pools to use for them, but feel free to improvise. Sometimes
depending on the complexity. Mastering Complex Systems is a players may come up actions that call for creative dice pools!
Wits + Enigmas extended action requiring 10+ successes with Circumstantial factors, equipment, or opposition add to and
each roll representing three hours of interaction or observation. subtract from the total pool.

SPEED • Building a Pool: A dice pool is an Attribute + different


Attribute or Attribute + Skill.
Your character’s Speed indicates the number of yards
or meters she can travel in a single turn. Speed combines • Modifiers: Bonuses add the indicated number of dice;
Strength, Dexterity, and a species factor reflecting a range of penalties remove them. Unless otherwise specified,
considerations, such as age, physical configuration, and Size. modifiers never exceed +/−5. Add all bonuses before
Other species, such as horses and cheetahs, have physical subtracting penalties.
configurations that lend themselves to high travel rates.
• Successes: Any die showing 8, 9, or 10 counts as a
success.
Factor Species
• 10-again: Count as a success and reroll any die show-
1 Turtle ing a 10. Rerolled dice count successes as normal.
3 Human toddler Continue counting successes and rerolling as long as
you keep rolling 10s.
5 Human adult
8 Wolf THE CHANCE DIE
10 Caribou
If penalties reduce a dice pool to zero or below, roll a
12 Horse single die. This is the Chance Die.
15 Cheetah Chance Die Results
• Success: A chance die displaying 10 counts as a

ROLLING DICE success.

• Dramatic Failure: A chance die displaying 1 is a dra-


W hen a character is trying to accomplish something
and the outcome is in doubt, the player rolls a pool of
ten-sided dice. The result of that roll determines whether the
matic failure.

• No 10-again: Do not reroll 10s on chance dice.


character succeeds or fails at what they are trying to accomplish.
Success means they accomplish it with no complications. Failure
means they do not accomplish it because more complications
ROLL RESULTS
are in their way. They could also roll an exceptional success, or After rolling the dice pool, counting all the successes,
dramatic failure, depending on the dice outcome. and rerolling any dice that need rerolling, determine if the
character succeeded or failed at their action.
DICE POOL Roll Results
The dice pool is the total number of ten-sided dice rolled as • Exceptional Success: 5+ successes. The character’s
determined by a couple of different stats on a character’s sheet. action succeeds, and they gain a beneficial Condition.
Generally, a dice pool is the value of an Attribute + the value of a Specific actions might have additional effects on an
Skill, or the value of an Attribute + the value of another Attribute. exceptional success.

Rolling Dice 175


• Success: 1-4 successes. The character’s action • Teamwork: Working together can be vital for going
succeeds. up against powerful foes. See p. 190.

• Failure: 0 successes. The character’s action fails. There


are immediate consequences.
WHEN TO ROLL DICE
Only roll dice when some kind of obstacle — someone
• Dramatic Failure: The chance die shows 1. The char- else, an object, the weather, time, themselves — impedes
acter’s action fails, and something goes significantly the character’s means of accomplishing their goal. If the
awry. Specific actions might have additional effects on character can easily do it, and there is nothing stopping
a dramatic failure. Otherwise, the Storyteller decides them, they can just do it without rolling dice.
on an appropriate turn of events.
Rolling dice means this action is meaningful within the
story you are telling together, therefore making it a challenge
PERMUTATIONS makes sense. If the action is not that significant, do not make
Mummy has a few variations on dice rolls. it a dice rolling challenge.
When there are obvious mechanics involved then it
• 9-Again: Reroll dice that show 9 or 10, as opposed
may also be important to roll dice. A character trying to use
to just 10, rerolling as appropriate if you get another
one of their special Mummy powers most often requires a
9 or 10. Certain Conditions, Merits, or other special
dice roll, because that’s a highlight of this particular game.
circumstances may award you 9-again on specific kinds
Make dice rolls fun and meaningful by choosing the right
of rolls. If you gain 9-again on a roll that already had
time to roll them.
that quality, it becomes 8-again.

• 8-Again: Reroll dice that show 8, 9, or 10 — any ACTIONS


successful die — and keep rerolling for each success.
Certain Conditions, Merits, or other special circum-
stances may award you 8-again on specific kinds of
A ctions in Mummy fall into two categories: how long it
takes to do the action, and if the action has opposition.
Each action has these two descriptors to determine how to ac-
rolls. If you gain 8-again on a roll that already had
complish the action. For example, an action might be Instant
that quality then, at the Storyteller’s discretion, it may
+ Simple, Reflexive + Resisted, or Extended + Contested.
become a rote action.
The charts below show the combinations of actions characters
• Extra Successes: Assuming your roll succeeds, you get can take.
a number of extra successes added to your total. This
permutation mostly applies to weapons, which add TIME BASED ACTIONS
their damage bonus as extra successes on your attack • Reflexive: A reflexive action requires one roll or no
roll. roll. A character can take reflexive actions on other
• Rote Actions: With plenty of training, laid out in characters turns and do not take up their turn in an
front of you are the steps you need to follow, giving action scene. It takes no meaningful time or effort
you a significant chance of success. When you make in the narrative. Contesting someone else’s action is
a roll with the rote quality, reroll any dice that do not always reflexive.
show an 8, 9, or 10. If reduced to a chance die on a • Instant: An instant action only requires one roll, and
rote action, do not reroll a dramatic failure. You may takes a turn in an action scene and represents a few
only reroll each die once. Certain Conditions, Merits, seconds in the narrative.
or other special circumstances may award you the rote
quality on specific kinds of rolls. • Extended: An extended action requires multiple
rolls, representing the longer length of time it takes
• Successive Attempts: When you fail a roll, you may to complete this action in a narrative. An extended
be able to try again. Normally, you make successive action usually takes longer than one action scene, so
attempts with your full dice pool. If time is short and is not typically an option in action scenes.
the situation is tense, each subsequent attempt instead
has a cumulative one-die penalty. Successive attempts
do not apply to extended actions.

176 Chapter Four: Laws of the Arisen


OPPOSITION BASED ACTIONS • Time Interval: Each roll takes a certain amount of time in
the narrative, as determined by the Storyteller in advance.
• Simple: No opposition. Dice pools and roll results are
unaffected. • Required Successes: The Storyteller determines the
amount of successes needed to complete the extended
• Contested: Your target opposes your action. Calculate action, between five and twenty.
dice pool and roll. The target rolls their dice pool (ac-
cording to their action). Compare successes; highest EXTENDED ACTION ROLL
succeeds, lowest fails. Reroll ties using the same pools NARRATIVE RESULTS
until one result is higher.
There are different results that can occur after each roll
• Resisted: Your target resists your action. Calculate your within an extended action.
dice pool and apply a penalty equal to the appropriate
Resistance attributes of the target. • Success: After each roll, add the successes to the
running total. Work with the Storyteller to determine
how far along you are toward your goal, and what this
EXTENDED ACTIONS particular roll represents in the story.
Extended actions in the narrative take much longer than
a typical action. They are projects that might take multiple • Exceptional Success: Choose one: reduce the total
hours or days, much concentration, or that a character can number of successes required by your character’s Skill
pick up and put down to resume later. While they do not dots, reduce the time interval for each following roll
have to occur in consecutive time, they could. by a quarter, or apply the exceptional success result of
the entire action when you complete your goal.
While some character powers require an extended action
and say so in their description, the Storyteller determines • Failure: Take a condition, or abandon the extended
when an action is an extended one. Depending on the action. The character faces a setback.
extended action the character is taking, the Storyteller de-
termines how many successes it takes to complete it. Most • Dramatic Failure: Lose all accumulated successes for
extended actions require between five and twenty successes. the extended action so far. In addition, the first roll at
Five is a reasonably easy action that a competent character a subsequent attempt at the extended action receives
can accomplish with the right tools and knowledge. Ten a two-die penalty.
is a more difficult action that is still realistic for an expert.
Twenty is a very difficult or complex action that even a skilled COMMON ACTIONS
character would have trouble doing.
The following list, which is not exhaustive, includes the
The Storyteller also determines how long in the narrative
most common actions characters are likely to take in a Mummy
it takes the character to accomplish the task. If it takes weeks
game. For more, see the Chronicles of Darkness rulebook.
to complete, the Storyteller might ask for one roll per week. If
it takes a day, one roll per hour might make more sense. Try
to spread it out into a timeline with somewhat even intervals. AWE
Once all these factors are determined, the player begins
rolling their multiple actions. Successes are accumulative
(Instant, Presence + Expression)
across all rolls. If the player earns the required amount of
successes before time runs out, they succeed at their ex- You attempt to awe someone with your ancient presence.
tended action. • Success: You thoroughly impress them, but they decide
how they react.
ANATOMY OF EXTENDED ACTIONS
• Exceptional: You so impress them it is as if no one else
• Multiple Rolls: During the extended action, players roll is in the room.
their dice pool multiple times. Successes on each roll
count toward completing the entire extended action. • Failure: You have not impressed them within anything
you have done.
• Roll Limit: The roll limit is equal to the base dice pool
for the action before modifiers. • Dramatic: You have accidentally repulsed them.

Actions 177
CONSORT INFILTRATE
(Instant, Presence + Socialize or Streetwise) (Instant and Contested, Intelligence + Socialize vs.
Mix easily with a group of people at a party or in a crowd. targets Wits + Composure)
Ingratiate yourself naturally with a social group with
• Success: The group listens to you and respects your
which you are unfamiliar.
words and actions.
• Success: The group accepts you, an outsider, as one
• Exceptional: You are a new favorite among this par- of their own.
ticular crowd, and they remember you fondly.
• Exceptional: Your ideas and words easily sways the group.
• Failure: Nobody pays you much mind, and they go on
as if you were not there. • Failure: The group does not trust you quite yet, and
you are still not privy to their conversations or invites.
• Dramatic: You have made an embarrassing faux pas.
• Dramatic: You have accidentally insulted the group
and they do not trust you.
DEBATE
(Instant and Contested, Intelligence + Expression vs. INTERROGATE
targets Resolve + Composure)
You try to sway someone with rational debate. (Extended and Resisted, Manipulation + Empathy or
Intimidation vs. targets Resolve)
• Success: They accept your position in the debate,
You try to dig secrets out of a reluctant informant.
coming around to your point of view.
• Success: You get the information you wanted, one
• Exceptional: You have converted them to your point piece per successful roll.
of view.
• Exceptional: You get the information you were looking
• Failure: They listen, but are unconvinced. for and the target wants to help you.
• Dramatic: You accidentally convince them of the • Failure: The target gives half-truths and lies.
opposite of your point.
• Dramatic: The target is quiet and unaffected by your
questions.
FLIRT
(Instant, Presence + Expression, Socialize, or Empa- INTIMIDATE
thy)
Let someone know your attraction to them. (Instant and Contested, Strength or Manipulation +
Intimidation vs. targets Resolve + Composure)
• Success: They know you are flirting with them, and
You try to get someone to do what you want through fear.
they decide how they react to your flirtations.
• Success: They are scared enough to help you with what
• Exceptional: Your flirtations have made an impression, you want.
and they decide how to react.
• Exceptional: They develop a lasting fear of you, and
• Failure: They do not notice you are flirting with them. you do not need to intimidate them in the future.
• Dramatic: Whatever you did in an attempt to flirt has • Failure: They are unimpressed with your threats.
insulted them.
• Dramatic: They do not even take your threats seriously.

178 Chapter Four: Laws of the Arisen


• Exceptional: You find what you were looking for and
INVESTIGATE everything else you ever needed to know about that
particular topic.
(Extended, Intelligence + Investigation) • Failure: You turn up many promising leads, but they
You look for clues about events in the recent past at a are all dead ends.
place or involving a situation.
• Dramatic: You get some misinformation that could be
• Success: You find exactly the clue you need. harmful to apply to your situation.
• Exceptional: You find a clue and know how it fits in
with a web of other clues you had not noticed before.
SKULK
• Failure: You notice evidence but it is hard to decipher
or damaged. (Instant and Contested, Dexterity + Stealth vs. targets
• Dramatic: You accidentally destroy a valuable clue. Wits + Composure)
You are trying to avoid the notice of someone or
something.
OBSERVE • Success: You avoid notice and get where you needed
to go.
(Instant, Wits + Empathy)
• Exceptional: You avoid notice and are able to escape
You watch a social situation and try to understand what with no problems.
is going on before engaging.
• Success: You notice something useful for how you can • Failure: You have been spotted, but you can still slip
approach the situation. away.

• Exceptional: What you notice is incredibly insightful • Dramatic: You accidentally attract a lot of attention.
and even helpful to the situation.

• Failure: It is not obvious what might be going on in TRAIL


this situation.

• Dramatic: You interpret something harmful as (Instant and Contested, Wits + Stealth or Drive vs.
harmless. Wits + Composure)
You follow someone without it being obvious to them.
• Success: You follow the target without them noticing
RESEARCH you.

(Extended, Intelligence + Academics or Occult) • Exceptional: You can easily continue to follow the
target into whatever place and for as long as you like.
Using your existing knowledge, you look for information
on a current mystery. • Failure: The target realizes you are following them and
• Success: You find the basic facts you were looking for. manages to lose you.

• Dramatic: The target confronts you after noticing your


poor attempt to trail them.

Actions 179
WILLPOWER fades away without proper resolution, he does not take a Beat.
If a Condition lingers beyond its relevance in the story, the

W hile Sekhem the measure of an Arisen’s life force, her player and Storyteller may agree to let it simply fade. A player
Willpower represents her determination and her ability can only earn one Beat by resolving Conditions in each scene.
to push beyond her limitations to achieve her goals. Determine Some Conditions are marked as Persistent. These
Willpower for Arisen characters by adding Composure to Conditions last for a long time, and can only be resolved
Resolve. permanently with a specific and impressive effort. Once per
Mummies and mortal characters regain one point of chapter, a player gains a Beat when a Persistent Condition
Willpower from seven hours of meditation. affects his character’s life.

SPENDING WILLPOWER IMPROVISED CONDITIONS


Storytellers should not feel limited by the list of
• Reflexive Action: Unless otherwise specified, spending
Conditions in the Appendix (p. 346). As a rough guideline,
Willpower is a reflexive action.
a Condition typically consists of a modifier between +2 and
• Roll Bonus: Spend 1 Willpower to gain a three-die −2 dice to a certain type of action, or to any action taken
bonus on a single dice pool. with a certain motivation. A Condition resolves when the
character has done something significant to act on it, or when
• Increased Resistance: Spend 1 Willpower to gain +2 she addresses the original source. The sample Conditions
to resistance (see above) against a single action. later in this book have examples of how to resolve them,
but you can also resolve them after other events if it makes
• Refreshing the Will: Sacrificing a dot of Sekhem sense in the story.
returns all spent Willpower points. The Arisen can do
Rather than slow play as you search for the right
this reflexive action once per turn.
Condition, just improvise one and keep things going.
• Other Expenditures: Other abilities, Affinities,
Utterances, and certain relics may require Willpower LINGERING CONDITIONS
expenditure as noted under their Cost. Conditions are reminders that events from earlier in
the story have repercussions later. Usually, Chekhov’s gun
• Per Action Limit: Characters may only spend 1
applies — if you put the Condition on stage, it should fire
Willpower per action.
by the end of the story. However, stories are slippery things,
and sometimes a story thread represented by a Condition is
CONDITIONS better to drop for the sake of the overall narrative.

C onditions represent ways in which the story has affected a For example, an emotional state like Swooned might no
character, and what he can do to move past those events. longer be relevant to events in the game because a long time
Players do not buy Conditions; events in the game apply them has passed, or it resulted from an interaction with a character
and they remain until the character meets certain resolution you do not care about anymore. In those cases, it is perfectly
criteria. A character can only have one instance of a particular fine to just cross off the Condition. We recommend awarding a
Condition unless each applies to a distinctly different circum- Beat as if resolving it, but that is at the Storyteller’s discretion.
stance — for example, he may be Informed about the occult Do this sparingly; the bottom line is: If a Condition
symbol he stayed up all night to research as well as the inner doesn’t feel relevant to the story anymore, just let it go.
workings of the corporation he infiltrated. He resolves each
independently. Various systems and supernatural powers bring
Conditions into play, and the Storyteller can do so based on
ACTION SCENES
story circumstances.
There is a list of sample Conditions on p. 346. The listed
S ometimes it is useful to zoom in close on the action and
track things moment by moment, with a clear understand-
ing of who does what in what order. These are action scenes,
resolutions for each Condition are the most common ways
and to keep everyone’s actions straight, they proceed in turns
to end its effects; other actions may also resolve it if they
in order of Initiative. The most common action scenes are
would reasonably cause the Condition’s effects to end. When
fights, but the Storyteller can call for one any time complex
a character resolves a Condition, the player takes a Beat.
things are happening very quickly.
However, if a Condition has a natural time limit and then

180 Chapter Four: Laws of the Arisen


TURNS DEFENSE BASICS
• What You Can Do: On your turn, move up to your • Resistance: Defense counts as a Resistance Attribute
Speed and take one instant action, or move twice your (p. 167) for any rule that interacts with Resistance (e.g.
Speed. spending Willpower).

• How Long It Lasts: A turn is roughly three seconds. • Multiple Hazards: In an action scene, each time you
If an effect says it lasts “until your next turn,” it lasts resist an action with your Defense, you suffer a cumu-
until the beginning of your next turn. lative −1 penalty to Defense. This penalty goes away
at the beginning of your next turn. You can choose not
• Order of Action: Characters involved in an action to resist an action with Defense; if you do, the penalty
scene take turns one at a time in order of Initiative, does not increase.
from highest to lowest.

• Cycle: Once all characters involved in the scene have TILTS


acted, the order of action returns to the character with Tilts apply temporary circumstances to both characters
the highest Initiative. Initiative can change from turn and the environment during action scenes. Outside action
to turn if, for instance, one character delays his action, scenes, use Conditions instead.
or a supernatural power makes a character faster or
Tilts do not grant Beats when they end, but the effects of
slower.
a Tilt can easily cause a Condition. For instance, a character
in a fight gets a handful of road salt flung into his eyes and
INITIATIVE receives the Blinded Tilt. When the action scene ends, this
• Calculating: When you come into the action scene, shifts to the Blind Condition. Resolving this Condition grants
roll one die and add the result to your Initiative mod- a Beat as usual. If the character enters an action scene again
ifier. This is the only roll in the game in which you before the Condition resolves, the Blinded Tilt applies again.
treat the result of the die as a number rather than a Tilts come in two forms: Personal and Environmental.
success or not. Wielding a weapon inflicts a penalty to Personal Tilts only apply to one character and include
Initiative based on the type of weapon (p. 371). ways in which that character can overcome the effect.
Environmental Tilts affect the whole scene, and offer ways
• Delaying: You may choose not to act when your turn for individual characters to mitigate their effects. For a list
comes up and instead act at any point later in the scene, of sample Tilts, see p. 361.
even if the order of action has reset. When you do act,
change your Initiative to the Initiative you acted on
for the rest of the scene.
VIOLENCE
• Surprise: If the start of the action might take a charac-
ter unawares, the Storyteller may call for a surprise roll.
A n Arisen’s tendency to seek out violence heavily depends
on their dots in Sekhem and Memory. While a mummy
brimming with Sekhem but with little Memory can act with
Roll the character’s Wits + Composure, possibly con- incredible violence, those with high Memory but low Sekhem
tested by an opponent’s relevant dice pool (Dexterity seek out violent acts. Both immortals and mortals try to get
+ Stealth for an ambush, Manipulation + Subterfuge their way with physical force. Whatever the reason is, the
if they lull you into a false sense of security, etc.). If the Arisen must fight so she can fulfill her role.
surprised character’s roll fails, they cannot act or apply
their Defense until their second turn. INTENT
Everybody wants something out of a conflict. The very
DEFENSE first thing you need to do — before worrying about who
Defense measures your character’s ability to react to attacks first or anything like that — is determine what each
danger and mitigate harm directed at her. Most often used character wants to get out of the fight. Boil it down into a
when violence breaks out, it might sometimes resist harm simple sentence that starts with the words “I want,” as in
from other sources as well. “I want Nubia’s relic,” or “I want to discover Jabari’s true
allegiance.”

Action Scenes | Violence 181


DECLARING INTENT separate Down and Dirty Combat action. If the group only
has one intent but multiple characters are participating, they
• By Violence: Intent must be something achievable by can use teamwork (see p. 190) on the roll. Players can call
violence within the current scene. for Down and Dirty Combat with the Storyteller’s approval.
Storyteller characters might deal damage from Down and
• The Price: If your intent does not include causing harm Dirty Combat, but they can’t initiate one.
and your character ends up killing someone, lose one
Action: Instant and contested; takes anywhere from 30
Willpower point.
seconds to a few minutes.
Dice Pool: Combat pool (Dexterity + Firearms, Strength
DOWN AND DIRTY COMBAT + Brawl, or Strength + Weaponry) versus either the op-
The Storyteller might decide that your character can get what ponent’s combat pool (as above) or an attempt to escape
she wants without focusing on the details of the fight. Maybe (Strength or Dexterity + Athletics).
she is picking on people weaker than her. Maybe the fight is not Roll Results
the important thing going on for the character’s intent. In these Success: Inflict damage equal to the difference in success-
cases, the Storyteller can opt to use Down and Dirty Combat. es + weapon modifier and achieve your intent — including
This system resolves the entire fight in a single roll. If killing, if that was on the table.
multiple characters have separate intents, resolve each as a

182 Chapter Four: Laws of the Arisen


Optional Rules: Beaten Down & Surrender
A character taking more than his Stamina in bashing damage or any amount of lethal damage suffers the
Beaten Down Tilt (p. 362): He’s had the fight knocked out of him.
A character can choose to surrender, giving his attacker what she wants. If your character surrenders, regain
a point of Willpower and take a Beat, and stop participating in the fight. Your character’s opponent must
spend a point of Willpower to attack him.
If one side’s intent involves violence for its own sake, their intended victims do not get Beaten Down and
cannot surrender. When someone wants to kill you, the only thing you can do is to try to stop her, whether
you run like hell or unload a shotgun at her.
These optional rules only apply to people who would incur a breaking point for committing (or attempting)
murder.

Exceptional Success: As success, and gain 1 Willpower. • Touching an Opponent: Dexterity + Brawl or
Failure: Do not achieve your intent. If the opponent rolled Dexterity + Weaponry; inflicts no damage.
a combat pool, suffer damage equal to the difference in suc-
cesses + opponent’s weapon modifier. Opponent may escape. • Damage: A successful attack inflicts damage equal to
the number of successes rolled + weapon modifier (p.
Dramatic Failure: The opposite of your character’s in- 371), if any.
tent happens, or she is knocked out or suffers other serious
consequences. • Pulling Blows: Set a maximum damage value up to
the highest trait in your attack dice pool, and grant
DETAILED VIOLENCE the target +1 Defense. Your attack cannot inflict more
When the fight is a significant event in the story, or Down than the maximum damage you set.
and Dirty Combat doesn’t suit, use these rules. Violence like • Offhand Attack: Take a two-die penalty to attacks
this is an action scene (p. 180). made with the character’s non-dominant hand.
ACTIONS IN A FIGHT Dodge
The most common action in a fight is to attack. Characters Dodging is a reflexive action, but your character can only
can also dodge or push themselves to the limit, sacrificing do it if she has not taken an action yet this turn; it takes up
Defense for greater effect. her action for the turn.
Attack • Contested Attacks: Attacks made against your char-
All attack actions are instant actions. acter are contested instead of resisted until your next
turn. Contest attacks with double your Defense as
• Unarmed Attack: Strength + Brawl – Defense; bash- your dice pool, and unlike a normal contested action,
ing damage your successes cancel out the attacker’s successes on a
one-for-one basis. Do not reroll ties; if you cancel out
• Melee Attack: Strength + Weaponry – Defense; lethal
all the successes, the attack simply fails.
damage
• Multiple Attackers: Apply the Defense penalty for
• Ranged Attack: Dexterity + Firearms; lethal damage
multiple attackers before doubling. If your character’s
• Thrown Attack: Dexterity + Athletics – Defense; Defense is reduced to 0, roll a chance die.
lethal damage
• Dramatic Failure: Defense suffers a −1 penalty until
your next turn.

Violence 183
Special Maneuvers • Grab: Make an unarmed attack. On a success, inflict
To enact any of the following instant actions, the charac- no damage but start a grapple. On an exceptional suc-
ter sacrifices her Defense until her next turn. If the character cess, also choose a grapple option to enact reflexively.
has already lost her Defense, e.g. through surprised or enough
• One Action: All participants in the grapple act on the
opponents attacking in one turn to reduce her Defense to 0,
highest Initiative among them. The only action they
she cannot take any of these actions.
can take is the grappling action.
• Charge: Move up to twice your character’s Speed and
make an unarmed or melee attack. • Grappling: Instant and contested. Strength + Brawl vs.
Strength + Brawl. The character with the most successes
• All-Out Attack: Make an unarmed or melee attack chooses a grapple option to enact immediately, or two
with a two-die bonus. grapple options on an exceptional success. On a tie, the
characters continue to grapple but nothing else happens.
• Aim: Keep an opponent in your sights with a ranged
weapon to gain a one-die bonus per consecutive Aim Grapple Options
action on your next attack against that target, to a
maximum of three bonus dice. Incompatible with • Break Free: The grapple ends, and your character may
autofire (below). take another instant action immediately.

• Control Weapon: Take firm hold of a weapon, ei-


Other Actions ther your character’s or her opponent’s. Lasts until
These are all instant actions. your character’s opponent chooses Control Weapon.
• Drop Prone/Stand Up: Ranged attacks against prone Required for other grapple options.
characters suffer a two-die penalty, but unarmed and
• Damage: Treat the grapple action as an unarmed at-
melee attacks against prone characters gain a two-die
tack, inflicting damage equal to your rolled successes.
bonus if the attacker is standing.
If you have control of a weapon, this counts as a melee
• Reload a Weapon: If rounds must be loaded individ- attack with the weapon’s modifier.
ually, lose Defense until your next turn.
• Disarm: Remove a weapon from the grapple entirely.
• Killing Blow: Inflict damage equal to your attack’s Requires Control Weapon (above).
dice pool + weapon bonus. Requires an unconscious,
• Drop Prone: Throw all participants to the ground.
immobilized, or otherwise helpless target. May prompt
Requires Break Free to stand back up.
a breaking point.
• Hold: Immobilize an opponent. Both characters lose
UNARMED VIOLENCE Defense.
These rules present special cases that come up when • Restrain: Your opponent suffers the Immobilized
fighting without weapons. Tilt (p. 366). Requires Hold. If your character uses
Bite equipment to restrain her opponent, she can leave the
grapple.
Biting counts as an unarmed attack action.
• Damage: Human teeth inflict −1 bashing damage • Take Cover: Any ranged attacks against your character
(so an attack that rolls only one success inflicts no automatically hit her opponent. Lasts until your next
damage). Animals and monsters may treat their teeth turn.
as weapons, with a bonus between +1 and +4.
RANGED VIOLENCE
• Grapple Required: Humans must first grapple an
opponent to bite them. These rules present special cases that come up when
shooting at people.
Grapple Autofire
Grappling counts as an unarmed attack action. To start
Automatic weapons can fire a short, medium, or long
grappling, you have to grab your opponent.
burst in place of a single shot.

184 Chapter Four: Laws of the Arisen


• Short Burst: Uses three bullets. +1 bonus to attack • Transparent Cover: If the cover is transparent (bul-
action. letproof glass, for example), subtract half the cover’s
Durability, rounding down. Both the object and the
• Medium Burst: Uses 10 bullets. +2 bonus to attack target take any remaining damage.
action. Can attack multiple targets up to three.
Covering Fire
• Long Burst: Uses 20 bullets. +3 bonus to attack
With a weapon capable of autofire, a character can lay
action. Can attack multiple targets with no limit.
down covering fire to keep anyone from entering his target
• Multiple Targets: −1 penalty per target after the first. area.
Roll individually against each target. • Action: Instant
Range • Dice Pool: Dexterity + Firearms
Ranged attacks suffer a dice penalty the farther away the
target is. Ranged weapons have a short, medium, and long • Bullets: Uses 10 bullets.
range listed on the weapons table (p. 372).
• Characters in Area of Effect: On their next turn, they
• Short Range: No penalty. must either take cover within range of their Speed or
drop prone, to avoid suffering damage equal to suc-
• Medium Range: −1 cesses on covering fire roll + weapon modifier.
• Long Range: −2 • In Close Combat: Wielding a ranged weapon larger
than Size 1 in close quarters grants the opponent
Concealment (weapon’s Size + 1) as a bonus to Defense.
If the ranged attack’s target is either partially or fully
obscured then she has concealment. Concealment applies • Shooting into Close Combat: Take a two-die penalty
a penalty to the shooter’s dice pool. for each character involved in close combat with your
target that you want to avoid hitting, or a four-die
• Barely Concealed: −1 (hiding behind an ornate bust
penalty if they are grappling your target. You cannot
on a thin pillar)
selectively avoid targets this way with autofire.
• Partially Concealed: −2 (hiding behind a tombstone,
with upper body exposed) WEAPONS AND ARMOR
• Substantially Concealed: −3 (crouching behind a Weapons are one of the fastest ways to turn a fight into
large statue). a murder, but sometimes the best defense is a good offense.
Armor, meanwhile, keeps a character from grievous harm.
• Shooting from Concealment: Barely concealed: no
penalty; partially concealed: −1; substantially con-
cealed: −2. You can ignore this penalty, but lose your
INJURY AND HEALING
own concealment until your next turn.

Cover
C haracters suffer three types of damage: Fists and feet,
along with other kinds of low-impact trauma, deal bash-
ing damage; Brass knuckles, knives, and speeding trucks
If a target is entirely hidden by something substantial, deal lethal damage; Some horrifying powers deal aggravated
he’s in cover. damage. When something deals aggravated damage directly,
it is obvious. Flesh melts like incandescent wax. Festering
• Tough Cover: If the cover’s Durability (p. 190) is boils erupt from the victim’s skin. The site of the injury rots
greater than the attacker’s weapon modifier, the attack in a heartbeat.
can’t penetrate the cover.
The following rules apply to mundane humans and an-
• Less Tough Cover: Subtract the cover’s Durability imals. Mummies deal with damage differently (p. 164) and
from the attacker’s damage roll. Both the object and have other methods to heal themselves.
the target take any remaining damage.

Violence | Injury and Healing 185


SUFFERING DAMAGE • Dead: If your character’s rightmost Health box is filled
with aggravated damage, she is dead.
When a rule tells you to suffer an amount of damage,
mark off that many Health boxes, starting from the leftmost EXAMPLE OF MARKING DAMAGE
side and continuing to the right. A box marked with any kind
of damage is called a point. Samira has seven boxes of Health. She has just taken two
points of bashing damage. Her Health boxes look like this:
Damage Basics
• Bashing: Mark bashing damage with a (/) in the left-
most empty box of the Health track.
If an enemy cultist stabs her and deals a point of lethal
• Lethal: Mark lethal damage with an (X) in the leftmost
damage, her Health track looks like this:
box that is empty or filled with bashing damage. If you
mark over bashing damage, move that bashing damage
to the rightmost empty box of the track. If no empty
boxes are left, the lethal damage overwrites the bashing,
but it does not move. If Samira next suffered a point of aggravated damage, her
Health boxes would look like this:
• Aggravated: Mark aggravated damage with an (*) in
the leftmost box that does not already contain aggra-
vated damage. If you mark over bashing damage, move
that bashing damage to the rightmost empty box. If no
empty boxes are left, the aggravated damage overwrites
the bashing, but it does not move. If you mark over HEALING
lethal damage, move that lethal damage to the right- After being beaten to a pulp, characters need time to heal.
most box that is empty or contains bashing damage. Normally, a character can heal without medical attention,
Likewise, after overwriting, if there are no empty boxes though use of the Medicine Skill helps him recover (see below).
left then remaining damage does not move. The only exception is if a character has all her Health boxes full
of lethal damage — she’s bleeding out. She cannot recover from
• Upgrading Damage: If your character suffers bashing
that without urgent medical attention and emergency surgery.
damage but has no empty Health boxes in which to
mark it, upgrade each point of bashing damage to lethal Arisen characters heal faster than mortal characters and
damage. If she suffers lethal damage but has no empty can accelerate the process even further (p. 165).
Health boxes or boxes marked with bashing damage, Healing Basics
upgrade her leftmost Health box filled with lethal • Rightmost Box: Natural healing only affects the
damage to aggravated damage. rightmost point of damage. Once the rightmost box is
Effects of Damage cleared, healing time for the next-rightmost box starts.

• Wound Penalties: If your character has any damage • Bashing: Clear bashing damage after 15 minutes of
marked in her third-to-last Health box, she suffers a in-game time.
−1 penalty to all actions except Stamina rolls to stay
conscious. This increases to −2 when her second-to- • Lethal: Clear lethal damage after two days of in-game
last Health box is filled, and −3 when her last Health time.
box is filled.
• Aggravated: Clear aggravated damage after a week of
• Unconscious: If your character’s rightmost Health box in-game time.
is filled with bashing or lethal damage, roll her Stamina Example: Samira escapes the ambush and hides, waiting
every turn as a reflexive action. Failure means she falls for the right chance to contact her cult. Her health track
unconscious until her rightmost Health box is empty. looks like this at the end of the fight:
• Bleeding Out: If your character’s rightmost Health box
is filled with lethal damage, she suffers 1 lethal damage
per turn until she receives medical attention (p. 187).

186 Chapter Four: Laws of the Arisen


Her rightmost wound heals first. Since it is a bashing intervals, as determined by the Storyteller. The sick
wound, she clears it after 15 minutes. After another 15 min- character’s player makes a reflexive Stamina + Resolve
utes, her second bashing wound clears. Her lethal damage roll to resist; success means no damage this time.
then heals over the course of the next two days. Finally, her
aggravated wound heals over the course of the next week. • Recovery: Most diseases simply run their course over
In all, it takes a little over a week and two days for her to a certain amount of time. Others require a minimum
recover from her injuries. number of successful resistance rolls, require medical
intervention, or merely go into periodic remission as
MEDICAL CARE determined by the Storyteller.
Characters can use the Medicine Skill to speed up • Conditions: The Storyteller may represent short-
healing. term illnesses with Conditions and long-term illnesses
• Action: Extended and simple with Persistent Conditions, which earn players Beats
whenever the illness causes significant harm or incon-
• Dice Pool: Dexterity + Medicine with a one-min- venience for the character.
ute interval for emergency treatment. Intelligence
+ Medicine with a one-hour interval for long-term POISON
hospital care.
Asp bites, scorpion stings and wounds from the blades
• Benefits of Emergency Care: Requires total successes of murderous cultists are but a few examples of how poison
equal to total damage the patient suffers. Successful can end the lives of those incurring in the Arisen’s wrath.
treatment heals one point of bashing damage. Poison Basics
• Benefits of Long-Term Care: Successful treatment • Tilt: In action scenes, poisoned characters suffer the
downgrades one point of aggravated damage to lethal, Poisoned Tilt (p. 367).
or one point of lethal damage to bashing. Requires 10
• Toxicity: Outside action scenes, the Storyteller assigns
total successes per aggravated wound, 5 per lethal.
the poison a Toxicity rating. The poisoned character
• Long-Term Care Limitations: Heals the leftmost suffers lethal damage equal to Toxicity. Mild poisons
injury first and can only downgrade one wound per only inflict damage once. More severe poisons may
patient per day. inflict damage every hour or even every turn for a
period of time determined by the Storyteller.

SOURCES OF HARM • Resistance: The poisoned character’s player rolls


Stamina + Resolve – Toxicity every time the poison
In addition to damage suffered in fights, characters face peril
from a variety of sources. These are just a few of them.
inflicts damage. Each success cancels one point of
damage.
DISEASE
Mummies don’t need to worry about mundane diseases
DRUGS
as cultists and sorcerers do, but supernatural plagues remain At times used as rewards or tools of control over cultists,
a threat to them all. drugs can lead both to bliss or a sudden demise.
Drug Basics
Disease Basics
• Tilt: In action scenes, sick characters suffer the Sick • Tilt: In action scenes, drugged characters suffer the
Tilt (p. 368). Drugged Tilt (p. 363).

• Moderate Disease: Outside action scenes, moderate • Effects: Drugs can have a wide variety of effects,
sickness might impose a –1 or –2 penalty on actions ranging from dice penalties to imposing Conditions.
that require concentration or stamina. Most drugs last for a scene, but some burn through a
character’s system more rapidly or linger for more time.
• Grave Disease: Outside action scenes, grave diseases
inflict a certain amount of damage at specified time • Resistance: A drugged character can shake off the ef-
fects temporarily by succeeding on a reflexive Stamina

Sources of Harm 187


+ Resolve roll. Depending on the potency of the drug, Electricity Basics
this roll might be required every hour, scene, or even
• Damage per Turn: Electricity inflicts damage every
turn.
turn if the current is continuous.
Overdose
• Breaking Away: Characters in contact with a con-
• Poison: Characters overdosing on drugs treat the drug tinuous electrical current must succeed on a reflexive
like a poison, with a Toxicity somewhere between 3 and Strength roll to pull away.
7. The drug inflicts damage once per hour.
• No Armor: Worn armor provides no protection against
• Duration: The overdose typically runs its course after (8 electrocution.
– Stamina) hours, though the Storyteller may adjust that.
EXTREME ENVIRONMENTS
ELECTRICITY The human body is not built to withstand extreme heat,
Electric shocks inflict damage based on the strength of cold, air pressure, and other harsh weather. Extreme environ-
the current. ments are rated with a level from 1 to 4, depending on the
severity of the environment. While characters are exposed to
Source Damage these conditions, they suffer the level of the environment as
Minor; wall socket 4B a dice penalty to all actions. After a number of hours equal
Major; protective fence 6B to the character’s Stamina, he takes bashing damage equal
to the environment’s level once per hour. In the case of a
Severe; junction box 8B Level 3 exposure, the damage is lethal instead of bashing.
Fatal; main line feed/subway rail 10B Level 4 environments cause lethal damage each turn after a
number of turns equal to the character’s Stamina.

188 Chapter Four: Laws of the Arisen


Any damage caused by levels 2-4 exposure leaves lasting • Reduced Damage: If there’s a reasonable way for
marks, scars, and tissue damage. Damage caused by extreme a character to slow her fall, she makes a reflexive
environments cannot heal until the character is back in a Dexterity + Athletics roll. Each success reduces
safe environment. damage from a fall of less than 30 yards/meters by one
Extreme Environment Basics point.
• Penalty: Characters suffer a penalty to all actions equal • Soft Landing: Landing in water or snow, or on another
to the environment’s level. soft surface, may automatically reduce damage from
falls of less than 30 yards/meters at the Storyteller’s
• Level 1-3 Damage: After (Stamina) hours of exposure
discretion.
to level 1-3 environments, characters suffer damage
equal to the environment’s level for every hour. At
levels 1-2, the damage is bashing. At level 3, it’s lethal. FIRE
• Level 4 Damage: After (Stamina) turns of exposure to Fire automatically inflicts lethal damage per turn of
level 4 environments, characters suffer 4 lethal damage exposure (no attack roll is required). The damage inflicted
every turn. depends on both the size and intensity of the flames.
Size of Fire Damage
• No Healing: Characters cannot heal damage from
extreme environments until they are no longer in an Torch 1
extreme environment. Bonfire 2
Inferno 3
ENVIRONMENT LEVELS
Level Example Environs Damage
Heat of Fire Modifier
1 Light snow, heavy storms; too cold to sleep
safely; air pressure causes shortness of breath; Candle (first-degree burns) —
sweltering sun can cause first-degree burns Torch (second-degree burns) +1
2 Heavy snow; cold causes physical pain and Bunsen burner (third-degree burns) +2
potential hypothermia; sun quickly causes
first-degree burns, can cause second-degree Chemical fire/molten metal +3
burns with time; minor radiation poisoning
Fire Basics
3 Desert exposure; heat rapidly causing sec-
ond-degree burns; moderate radiation • Combustion: Exposure to fire for longer than a turn
exposure ignites anything combustible on the character; he
4 Desert sandstorm; severe hurricane, tornado, continues to take full damage even after escaping the
tsunami source of the flame.

FALLING • Firefighting: Fighting a fire typically requires an instant


action but no roll. At the Storyteller’s discretion, an
Even as immortals with the power to cause earthquakes action might immediately put out the fire (e.g. diving
and call down meteors from the sky, mummies still need to into water) or reduce its size by one level (e.g. stop,
respect the laws of gravity no less than those of the Judges. drop, and roll).
Falling Basics
• Armor: Most armor can block its general rating in fire
• Damage: Falls of less than 30 yards/meters inflict one damage automatically for a number of turns equal to
point of bashing damage per three yards/meters fall- that rating.
en. Falls of 30 yards/meters or more inflict 10 lethal
damage. • Uncontrolled Blaze: If an area containing flamma-
ble objects is set on fire, it may acquire the Inferno
• Armor: At the Storyteller’s discretion, armor may Environmental Tilt (p. 366).
reduce damage from falls of less than 30 yards/meters.

Sources of Harm 189


TEAMWORK • Reduced Functionality: Once it has taken more dam-
age than its Durability, anyone using the object suffers

W hen two or more characters work together on a single


action of any kind, one person takes the lead. He is
the primary actor, and his player assembles his dice pool as
a −1 die penalty.

• Destruction: An object is destroyed when its Structure


normal. Anyone assisting him is a secondary actor, and rolls hits 0.
the same pool before the primary actor does. • Repair: Repairing objects is typically a Wits + Craft roll
Secondary Actor Roll Results with time interval and required successes determined
Success: +1 die to the primary actor’s roll for each suc- by the Storyteller.
cess earned, cumulative for each secondary actor’s success.
Exceptional Success: As success. OBJECT TRAITS
Failure: Primary actor receives no bonus dice. Durability Material
Dramatic Failure: As failure, and −4 dice to the primary
1 Wood, hard plastic, thick glass
actor’s roll, cumulative for each secondary actor’s dramatic
failure. Primary actor must continue. 2 Stone, aluminum
The primary actor’s roll results are as normal for the 3 Steel, iron
action the group undertakes. +1 per reinforced layer
More participants do not always mean better results,
however. Every action has a point of diminishing returns
Size Object
at which too many cooks are in the kitchen. This number
usually ranges from three to six, depending on the action, at 1 Pistol
the Storyteller’s discretion. Excess participants’ rolls grant no 2 Crowbar, sawn-off shotgun
bonuses to the primary actor’s pool, and may levy penalties
3 Assault rifle
instead at the Storyteller’s discretion.
5 Door
OBJECTS 10 Sports car

O bjects such as lead pipes, walls, and cars have three traits: 15 SUV
Durability, Size, and Structure. Mostly, these relate to
how easy the object is to destroy. EQUIPMENT
OBJECT TRAITS Equipment, tools, and technology help to solve prob-
lems. Having the right tool for the job can mean the dif-
• Durability: How hard the object is to damage. Subtract ference between life and death — and in Mummy: The
Durability from any damage inflicted on the object. Curse, the difference between triumph and the wrath of
Durability has no effect against attacks that inflict the Judges..
aggravated damage. Equipment is classified by the Skills with which it typi-
cally assists. Mental equipment typically assists with Mental
• Size: How large the object is. Objects smaller than Size Skills, for example.
1 fit entirely in a person’s palm.
Equipment Traits
• Structure: An object’s Structure equals its Durability • Availability: The minimum level of a relevant trait
+ Size. a character must have to acquire the equipment
with a single roll. Resources is the most often used
DAMAGING OBJECTS trait, but other Social Merits or Skills may work at
the Storyteller’s discretion (e.g. Larceny to steal
• Damage: Each point of damage removes a point of it).
Structure. Objects do not differentiate between bash-
ing and lethal damage. • Size, Durability, Structure: See Objects (p. 190).

190 Chapter Four: Laws of the Arisen


Consent in Social Maneuvering
Whenever players are using social maneuvering mechanics, there should be some discussion of consent
involving their actions. There is a fine line between manipulating someone to do something they do not want
to do, and convincing someone to change their mind about something. Setting the goals of the exchange
handles this well. For consent best practices, goals should never involve coercing someone into something
romantic or sexual, gaslighting someone, or convincing someone to harm themselves or others.
Consider having a larger consent discussion at your table for what players are willing and not willing to
engage in. Different players have different boundaries with what is and isn’t okay. One-on-one discussions
get the most honest answers because there is less social pressure to go along with what everyone else is
comfortable with even if one person is uncomfortable. Even if you have a consent discussion and everyone
agrees, content in your game could come up and someone could be surprised by their discomfort around it.
Be ready to pause your game and go a different direction with your content if this could happen, and check
in with that person after the game to see if they want to talk about it or not.

• Dice Bonus: The bonus the equipment adds to rele- how they are going to get to that end goal, but just to state
vant actions. it. This helps direct the scene toward that goal, and so both
the Storyteller and the player can collaborate in getting the
• Effect: Any special rules that apply to using the characters toward it or obstructing it as the dice dictate.
equipment. Specific and clear goals are best, something accomplish-
able within that scene. Goals that are larger or that might
SOCIAL MANEUVERING take a lot of time (months for example) to work toward are
not appropriate for social maneuvering challenges.
S ocial Maneuvering allows characters to resolve things socially
instead of physically. This could cover all kinds of social inter-
actions, from arguments, to negotiations, to gaining someone’s
DOORS
trust. Use social maneuvering when you want to get into the The next step is to determine the scope of the challenge,
complexities of social interactions and use dice to mediate the represented through the metaphor of Doors. At the begin-
outcomes. It is especially useful when characters are entering a ning of the maneuver, all the Storyteller character’s Doors
party, need to interact with political intrigue, or if there is just are closed. The player character’s goal is to figure out how to
some social conflict that could be represented in the mechanics. open them to make them more amenable to whatever idea
In a social maneuver, a player first determines their goal they are presenting. Each Door is a resistance, and it could
from the maneuver. Something like “gain the cult’s trust” represent skepticism, mistrust, withdrawal, or ignorance.
or “convince the patron to support our cause”. Once the Think about what might be a mental or emotional block for
Storyteller and player agree that the goal makes sense, the the Storyteller character preventing them from getting on
social maneuvering begins with a series of challenges to over- board with whatever the player character is selling.
come the other person’s resistance to the characters ideas. It
creates a back and forth conversation where the player opens CALCULATING DOORS
“doors” for further conversation leading forward. How often • Baseline: The subject starts with the number of Doors
doors open is dependent on the impression a character makes equal to the lower of their Resolve or Composure.
on the person they are trying to socially sway.
• Breaking Point: If the stated goal would be a Breaking
GOALS Point for the subject, and the subject is aware of that
fact, add two Doors.
The first step of social maneuvering is to state the char-
acter’s goal. At this point, the player does not have to know

Teamwork | Objects | Social Maneuvering 191


Impression level determines how frequently the player
rolls to open the subject’s Doors. The more inclined they are
toward your character, the more you can roll. If the impres-
Breaking Points sion is too hostile, the player might not be able to roll at all.

Breaking Points are where an individual reaches Impression Time Per Roll
a point where they are at risk of losing Integrity. Perfect One Turn
For most mortals, this occurs after another char-
acter has broken through a sufficient number of Excellent One Hour
their Doors, or after they commit an act that goes Good One Day
against their moral compass. Another cause is ex-
posure to supernatural forces, which tests many a Average One Week
mortal’s grip on reality. Mortals must roll Resolve Hostile Cannot Roll
+ Composure (with a modifier or penalty based
on the severity of the blow to their Integrity) to see ADJUSTING IMPRESSION
if they lose a dot of Integrity. Mummies have a
related system for losing Memory on p. 161. For • Favorable Circumstances: A comfortable environ-
more on Breaking Points, see p. 73 of Chronicles ment, the right company, or similar pleasant situations
of Darkness.
can raise the impression level by one, from Hostile to
Average, for example.

• Actions: Success on an appropriate action, like Wits


• Aspiration: If the stated goal is in opposition to the + Socialize to create the perfect guest list for a party,
subject’s Aspiration, and the subject is aware of that raises the impression level by one.
fact, add one Door. If the goal would clearly help with
their Aspiration, remove one Door. • Soft Leverage: A bribe, gift, or offer of service raises
the impression level by one.
• Virtue: If the stated goal is in opposition to the subject’s
Virtue or Balance, and they are aware of it, add one Door. • Vice Leverage: An offer that indulges the character’s
vice raises the impression by one level.
• Adding Doors: If things change such that the Breaking
Point, Aspiration, Balance, or Virtue rules above
apply during the Social maneuver, add Doors to the
OPENING DOORS
remaining total (two for Breaking Point, one each for Depending upon the outcome of your impression inter-
Aspiration, Balance, or Virtue). If your character goes vals, characters roll once per interval to open Doors and
back on her word during the maneuver, add two Doors. move closer to their stated goal. The rolls themselves could
be different each time depending on how the character wants
IMPRESSION to approach open those Doors.
As a Storyteller, feel free to be creative with the dice
The impression level is the Storyteller character’s impres-
pools to keep the challenges dynamic as time passes.
sion of the player character. Depending on how the subject
Consider using contested or resisted rolls as well, depending
regards the character is how many times they may roll to
on how the storyteller character feels about each particular
open Doors. Impression factors in the history between the
encounter. Most resisted actions or contested rolls use ei-
characters, their previous interactions, the circumstances of
ther Resolve or Composure, or a combination of the two,
their meeting, and generally, how the storyteller character feels
but do not let that stand as a limit. Contested rolls do not
about them. Actions in the far past may not even influence
necessarily require a Resistance trait. For example, Wits
Impression —at the beginning of the social maneuver the
might be used to notice a lie, Strength to help a character
character may determine the impression they want to give.
stand up to threats, or Presence to protect and maintain
They could buy the subject dinner, bring them a gift, support
one’s reputation at a soirée.
a cause they care about, or do any other number of things they
know the subject would look upon favorably. The Storyteller
Roll Results
has final decision on the impact these things have on their • Success: Open one Door.
storyteller character, but they certainly don’t hurt to try!

192 Chapter Four: Laws of the Arisen


• Exceptional Success: As success, and open an addi- Investigation Basics
tional Door. • No Hard Answers: The Storyteller does not need to
come up with all the potential Clues and answers ahead
• Failure: Open no Doors. Subsequent actions as part of
of time. Letting the players fill in some of them in as
the social maneuver suffer a cumulative one-die penal-
they find Clues gets them invested in the outcome and
ty. The Storyteller may choose to lower the impression
creates “a-ha!” moments. If players put Clues together
level by one step.
to reach conclusions that do not match the outcome
• Dramatic Failure: The social maneuver fails utterly. the Storyteller had in mind, she can consider changing
No further rolls can be made. Any attempt to achieve it to match.
the same goal must start from scratch, likely with a
• No Binary Rolls: Failing to find information crucial
worse impression.
to the characters’ progress when players fail rolls only
slows the game down to no satisfying end. Instead, the
RESOLUTION Storyteller should raise the stakes or introduce com-
The social maneuver results in either success or failure. plications when a roll fails. Failure does not mean the
players did not find a Clue — instead, it means they
SUCCESS miss the extra benefits success would have afforded
them and must adjust to new challenges.
Once the character has opened all the Doors, the subject
must act. Storyteller characters abide by the intended goal • Frame the Action: The Storyteller can intersperse
and follow through as stated. How they feel afterwards might Clue-finding actions with other events in the story to
vary, but they always do what the player and the Storyteller keep the momentum going and give players opportunity
agreed on. to choose which set of heightening stakes to address
first.
FAILURE
• Clues: Clues are a specialized type of equipment rep-
A Social maneuvering attempt fails utterly under the
resenting objects, facts, and deductions. They have
following circumstances:
elements that players can spend for benefits, either to
• Dramatic Failure: The player rolls a dramatic failure solve a particular mystery or to stockpile for other uses:
on an attempt to open a Door. leverage in social maneuvering, proof of supernatural
influences in someone’s life, etc.
• Deception: The subject realizes the character is lying
or being manipulative. This does not apply if the sub- SCOPE
ject is aware the character is trying to talk him into
something; only if he feels betrayed or conned. First, the players declare a goal to accomplish via inves-
tigation. Decide how many total Clues the characters need
• Bad Impressions: The impression level reaches “hos- to uncover to achieve their goal. For smaller-scope inves-
tile” and remains so for the rest of the current story. tigations, this usually falls between one and five Clues. For
The character can try again during the next story. broad investigations spread out across the chronicle, the total
should equal at least half the number of planned chapters,
INVESTIGATION and can range up to twice the number of planned chapters
in a strongly investigation-focused chronicle.

W hen you want an investigation to play a large role in


the tale, with entire scenes, chapters, or even stories
dedicated to a single mystery, you can use this system rather
INTERVAL
Each roll to find a Clue is an instant action, but takes
than boiling it down to a single action. Characters uncover
some amount of time based on the kind of action the play-
Clues that they can use to benefit later actions that the investi-
ers take. The Storyteller may add challenges and obstacles
gation enables. For instance, learning that a particular Lifeless
to these attempts, turning simple die rolls into interesting
in the chronicle is after the ancient relic in your character’s
scenes of their own. If they perform particularly well in
possession can later be used as a lure to trap their enemy.
these efforts, the Storyteller can offer bonuses to the roll to
uncover the Clue.

Social Maneuvering 193


UNCOVERING CLUES Players may choose to uncover the truth before accu-
mulating enough Clues, as long as they have at least one
Once the characters get where they need to be, they roll that is not tainted. If they do, they still learn the truth, but
to uncover the Clue. the Storyteller introduces one major complication per Clue
Action: Instant they fall short.
Dice Pool: Varies. Players can use any pool that matches
the action they take to uncover the Clue. The Investigation CULTS
Skill is appropriate to case a scene or search through files
and evidence, while with other Mental Skills a character may
perform research, experiments, or autopsies.
C ults are an extension of the Arisen, just as the Arisen are
an extension of their Judge. They are the mummy’s eyes,
ears, and fists, even when she lies in henet.
For each repeated use of the same Skill in an investiga-
A mummy always rules a cult, but their relationship
tion, the pool suffers a cumulative one-die penalty. However,
is more symbiotic than the name implies. Cults provide
if characters use teamwork to uncover Clues, only the pri-
mummies protection, access to the current era’s sources of
mary actor suffers this penalty, and only his roll contributes
power, and the languages and etiquettes necessary to adapt to
to further such penalties in the same investigation.
changing times. In return, mummies provide wealth, power
Roll Results and purpose lasting well beyond a cultist’s lifetime.
Success: Uncover Clue with one element plus one more
if the character has 4 or more dots or a Specialty in the rele- CULT TRAITS
vant Skill. Each Specialty or Skill only contributes to extra
Cults are organizations of individuals called to serve
elements once per character per investigation.
a mummy and their agenda. They operate not only as
Exceptional Success: As success, and the Clue gains one individual characters, but also as a unified force providing
bonus element and the character gains a beneficial Condition. mummies with knowledge and access. Just like a character,
Failure: Uncover incomplete Clue: Its elements may only game terms define a cult.
uncover other Clues.
Dramatic Failure: Uncover tainted Clue. For each ATTRIBUTES
tainted Clue, the player must ignore one success rolled on Cults do not use the same Attributes used by individual
any future actions pertaining to the investigation; these characters. Instead, they use two Attributes: Reach and
are cumulative, apply all to such rolls. The Storyteller may Grasp. These Attributes provide a highly abstracted summary
impose a negative Condition as well. of the cult’s qualities, representing how it prefers to act, no
matter what era the game is currently set.
CLUE ELEMENTS Reach measures a cult’s presence and spread. Cults with
Players can spend Clue elements to add a one-die bo- low Reach prefer to stay in one city or region; cults with
nus per element to any roll pertaining to the investigation, high Reach have agents all over the world, and perhaps
including but not limited to rolls to uncover more Clues. A even beyond. Reach applies to legal or socially acceptable
player can only spend elements from one Clue at a time, or actions. These include business acquisitions, access to pri-
Clues equal to her character’s Investigation dots, whichever vate events and politically important figures, and expedited
is higher. She may spend any number of elements at a time means of travel.
from a single Clue. Grasp measures a cult’s ruthlessness. Cults with low
Elements from tainted Clues impose a two-die penalty Grasp are hesitant to do a mummy’s dirty work; cults with
when spent instead of a bonus; however, this is the only way high Grasp do whatever it takes to achieve their master’s
to get rid of tainted Clues, since once all its elements are will — laws and morals be damned. Grasp applies to illegal
spent, it sheds its tainted nature. or socially unacceptable actions. These include falsely in-
criminating someone, acquiring a contraband trade route,
UNCOVERING THE TRUTH or committing an act of mass violence.
Players do not need to roll to put their Clues together Cult Attributes
once the investigation is over. Once they accumulate the • Rating: Attributes rate from 1-5 dots. Cults with high
requisite number of Clues specified by the investigation’s Dominance (p. 196) may have Attributes rated at 6
scope, the characters learn the truth. or more dots.

194 Chapter Four: Laws of the Arisen


• Use in Actions: Most cult actions use Attribute + • Dice Pool: Merits with the Cult tag have an entry
Dominance as their dice pool. denoting what dice pool, if any, to roll.

MERITS DOCTRINES
Merits represent the collective abilities of the cult. They Doctrines are the goals, ideals, and orders that define the
are not a generalized statement of the capabilities of every cult’s identity. Acting in accordance with a cult’s Doctrine
single member. A cult with four dots in Status (Federal grants them Cult Beats, allowing players to further entrench
Government) does not solely consist of members a mere their power into the world.
heartbeat away from the president’s ear but may instead Power has a price. Even the most compartmentalized
represent a powerful political front group, or a very influential Conspiracy must hold to their Doctrine, especially ones that
politician who pays tribute to the cult. a Judge directly grants. They are difficult to change without
Every cult provides the Scorpion Cult Initiation Merit ceding power. Violating Doctrines leads to mistrust and
(p. 114) in exchange for membership. distress in a cult. Violating a Judge’s Doctrine also leads to
Cult Merits emanations and avatars (p. 246).
Doctrines
• Rating: Merits rate from 1-5 dots.
• Pillars of Faith: Cults have up to three Doctrines:
• Not a Cult Action: Using a Merit is not a cult action, two phrased as active tenets of the cult’s faith, and
and not subject to the limitations of cult actions (p. one is the Judge’s Doctrine, phrased as a Judge’s goal
196). or agenda.

Cults 195
• Cult Beats: At the end of the chapter, for every Dominance ranges from 1 to 10 dots, but cults with more
Doctrine the cult has advanced or actively lived by, than five Dominance are rare. Maintaining high Dominance
the cult takes a Cult Beat. The entire group decides requires immense time and attention, made more difficult
whether the cult has advanced its Doctrines. by their master’s intermittent sleep. Cults that push these
limits are either possessed with an extraordinary zeal or led
• Redefining Doctrines: The cult may sacrifice a dot by a mummy that refuses to return to slumber.
of Dominance to re-write one of their Doctrines, or Mechanically, Dominance determines the amount of
redefine them in the wake of a mutiny (p.199). When actions a cult can safely attempt. Cults can push past this
redefining a Judge’s Doctrine, phrase it as a new goal or limit at the risk of their cohesion. A cult that takes actions
agenda appropriate to the Judge the cult must continue beyond their Dominance limit takes 1 lethal damage for every
to serve. roll made to generate Effort.
• Broken Doctrines: If a cult action, a player’s character, Dominance
or a Storyteller character with Scorpion Cult Initiation • Cult Actions: This indicates how many cult actions the
•••+ openly violates one or more Doctrines, the cult cult can undertake during a story.
gains the Shaken Faith Condition.
• Task Limits: This indicates how many Tasks (p. 197)
• Wrath of the Judges: Violating a Judge’s Doctrine may be taken during a cult action.
serves as a justification for an emanation (p. 245) if
a suitable benbenet candidate exists to anchor it. This • Attribute Maximum: This indicates the maximum
emanation usually focuses on punishing the transgres- value of a cult’s Attributes (p. 194).
sion, but may expand its purpose after punishing the
transgression. This may happen even if the rest of the
cult is unaware of the violation. Cult Task Attribute
Dominance Actions Limits Maximum
VIRTUE AND VICE 1 1 3 5
2 1 3 5
Virtues and Vices are how a cult acts when it lives out
its Doctrines. A cult’s Virtue represents its best quality, or 3 2 5 7
what drives it to pursue its goals; a cult’s Vice represents its 4 2 5 7
worst quality, or indulgences that hold it back from fulfilling
5 3 7 9
its orders.
6 3 7 9
Virtue and Vice
7 4 9 12
• Virtue: Fulfill Virtue: All participating cultists regain
all Willpower, twice per Chapter. 8 4 9 12
9 5 9 15
• Vice: Fulfill Vice: All participating cultists regain 1
Willpower, once per Scene. 10 5 10 15

FIDELITY CULT ACTIONS


Instead of Health, a cult has Fidelity, calculated by add- Cult actions represent long-term projects a mummy sets
ing 5 + Lowest of Reach or Grasp. This measures a cult’s his followers so they may achieve an outcome he cannot do
loyalty, morale, and overall well-being. Damaged Fidelity alone. Opposed rolls or an activation roll for a cult Merit
represents cultists losing faith, questioning the truth behind never counts as a cult action.
its Doctrines, or being too injured to serve. Spanning time and space, a cult action is the abstract
representation of cultists doing multiple things at once to
DOMINANCE achieve their goal. While gathering Effort, cultists complete
Dominance represents the collective power a cult wields smaller steps toward the action’s completion.
in a mundane and supernatural sense. This trait fluctuates When engaging in a cult action, a cult brings their full
throughout the ages, especially when a cult’s mummy lies power and resources to bear on the situation. This is usually
in repose. in accordance with the cult’s Doctrines (p. 195).

196 Chapter Four: Laws of the Arisen


STEP ONE: • Task Order: Based on the described Tasks, determine
DETERMINE DESIRED OUTCOME this tasks position within any prerequisite tasks.

The mummy must decide what his cult should accom- • Dice Pool: Default: (relevant cult Attribute) +
plish. This is a clear, stated goal, such as “Get me an audience Dominance. If a player or Storyteller character leads
with Professor Ian St. John,” “Take ownership of the Vitas the task, they may use a dice pool relevant to the task.
Varnas Building,” or “Make a film that promotes Iremite In a contested roll, the Storyteller determines the
virtue.” opposing dice pool.

STEP TWO: DETERMINE COMPLEXITY STEP FIVE: GENERATE EFFORT


Actions that one character could complete in a scene or Cults perform Tasks to generate Effort. When a cult
two, such as convincing a museum curator to set up a private successfully completes a Task, they gain at least one Effort
tour, is relatively simple. Dramatic tasks, like constructing point to represent their progress. Failed Tasks do not provide
a temple to a Judge in the middle of Times Square, are far Effort, but instead generate complications that arise when
more complex. the cult action resolves.
Complexity Generate Effort
• Rating: Along with player input, the Storyteller sets Action: Determined by Task.
the action’s Complexity. Complexity rates between 1 Dice Pool: Determined by Task.
and 10. Suggested Modifiers: Observed by authorities (−2),
interference from rival cult (−3), thorough planning (+1),
STEP THREE: DETERMINE TASKS limited timeframe (−2), cult has specialists in completing
The cult determines how it achieves its goal using several Task (+1), Task is a cultist Breaking Point (−1 to −4),
steps equal to the goal’s Complexity. If the cult cannot think working with a mummy or other high-ranking cultists (+3).
of any means to achieve their goal, the cult may need to use Success: The cult generates a point of Effort.
this cult action to gather information on tackling the goal Exceptional Success: The cult generates two points of
as a first step. If the goal has more Tasks than a cult’s Task Effort and creates a Condition relevant to the Task.
limit, the goal may need to be broken down into smaller,
Failure: The cult generates no Effort. The Storyteller
individual cult actions.
applies a Complication immediately. If the Task was a prereq-
Tasks uisite for other Tasks, those future Tasks suffer a −2 penalty.
• Defining Tasks: Determine several Tasks equal to the Dramatic Failure: As failure, and the cult takes a neg-
goal’s Complexity. ative Condition of the Storyteller’s choice. If the Task was
a prerequisite for other Tasks, the cult lowers its Task limit
STEP FOUR: ESTABLISH STRUCTURE (p. 196) by 1 for this cult action.

With its steps defined, the cult must now translate the first Effort
Task into game mechanics. Along with the Storyteller, the • Exclusive: Effort only applies to the cult action gen-
cult determines how long the tasks take in the game’s world, erating it. Effort lasts until the end of the story.
and whether they are contested; the necessary dice pool for
the task; and, finally, the order in which the Tasks are taken. • Complete Action: If the cult accumulates Effort for the
scale of the project, they have successfully completed
A Task is never an extended action, as a cult action is
the cult action.
already a form of extended action.
Structure • Spending Effort: A character may spend Effort, one for
For each Task, determine the following: one, to gain temporary dots of a Social Merit related to
the cult action. These temporary dots last for a chapter.
• Action: Simple or contested.

• Time Required: Determined by Storyteller. Tasks STEP SIX: REPEAT


should at least take one hour. Once the Task is completed, repeat steps Four and Five
for any remaining Tasks.

Cults 197
STEP SEVEN: RESOLVE ACTION However, no matter how friendly a meret’s cults might
be with each other, assisting in each other’s plots is always
When a cult resolves all its Tasks, the cult action finishes. a risk. A friend today may not stay one after a Descent, and
Cult actions always succeed unless they are abandoned. This cults that help each other are open to the consequences of
step determines the cost of the outcome and any lingering each other’s actions.
fallout of the cult’s activities.
Cult Action Assistance
Resolve Action
• A Helping Hand: At the Storyteller’s discretion, cults
• Effort: If the cult generated enough Effort equal to the may help other cults with Tasks during another player’s
action’s Complexity, the cult action succeeds with no cult action.
further Complications.
• What Friendship Provides: During Step Five (p. 197)
• Shortfall: For every point of Effort short of the ac- of a cult action, the assisting player describes how his
tion’s Complexity, the cult action adds a number of cult performs a relevant activity to aid the Task. If the
Complications to make up the difference. Storyteller and player enacting the cult action approve,
Example Complications the Task’s dice pool receives a +2 bonus.

• The cult makes an enemy of someone negatively af- • Cult Vulnerability: Cults that aid another’s cult action
fected by the cult action. may have the action’s Complications inflicted upon
them.
• The cult action severely taxes the cult’s Fidelity. The
cult suffers 2 lethal damage. • Assistance Limit: Cults may only aid in a number of
Tasks equivalent to their Dominance.
• The cult draws the attention of a hostile organization.

• The cult action has its intended outcome, but with


CULT VERSUS CULT
unforeseen side effects. The cult gains a negative When cults encounter each other, they may fall into
Condition. conflict. Some find their ideological differences overcome
their base similarities, or their masters urge them to battle
PLAYING WITH each other as a proxy war over old grudges.

MULTIPLE CULTS A cult war is rarely one resolved in a single, dramatic


battle. Cult wars can last for centuries, perhaps long after
Mummy: The Curse supports different group playstyles. anyone remembers why. They are also more than street fights.
While one group may play an Arisen and her most import- A mummy may order her cult to subvert her rival’s, so he
ant cultists, another may play mummies with their own wakes from henet in an abandoned tomb. Another may send
individual cults. his cultists to thwart another cult from obtaining a vessel.
Waging war on a cult or similar organization is a cult ac-
ASSISTING IN CULT ACTIONS tion with no set Complexity. Every point of Effort generated
When a player undertakes a cult action, other players by the action deals 1 lethal damage to the cult’s Fidelity.
with cults may assist him in fulfilling the cult action’s Tasks. The war continues until the destruction of one cult, or one
Cults aiding each other are uncommon, but not impossible. of the mummies leading the cult decides to stop fighting. If
While individual cults may have incompatible structures and a cult action generates enough Effort equal to the enemy
surface worldviews, all Arisen serve the Judges. cult’s Fidelity, the action immediately incites a mutiny in
the enemy’s cult (p. 199).
Cults help each other in many ways. Two Enterprise
cults may engage in a temporary partnership, creating a Unlike regular cult actions, in a war rival cults contest
subsidiary that purchases a plot of land important to the every Task, and only the winner of the roll inflicts the Effort
Lifeweb. A Conspiracy may provide a Tribe with the un- generated as damage.
classified information necessary to blackmail a politician. Cult wars are dangerous. Not only are they distractions
Tribes might lend translators and occult experts to help from a mummy’s greater task, the pain and sadness they
decipher ancient texts that an Enterprise or Conspiracy create opens the door for the Arisen’s enemies to seduce
would find difficult to read. their cultists away from them.

198 Chapter Four: Laws of the Arisen


HARM, HEALING, AND with aggravated damage, the cult becomes an independent
entity. The mummy retains cult Merit dots as per Sanctity of
MUTINY Merits but loses all dots of Dominance. The mummy’s cult
must be built anew. The mummy’s former cult still exists in
Fidelity damage is more than bruises and scrapes. Bashing the world, either as a sorcerer’s cult, or a more mundane
damage denotes a slipping of loyalty and faith as personal Mystery Cult. Perhaps one day, the mummy’s new cult might
cultist agendas rise to the surface. Lethal damage represents do battle with the old one.
a significant blow to loyalty with cultists whispering amongst
each other about their master and frustrations towards their
leaders. With aggravated damage members flee the cult, or
CULT CONDITIONS
outright curse their master for all to hear. Cult Conditions represent factors affecting the entire
organization. They are gained from the Complications of cult
These rifts are slow to heal, especially if the mummy
actions (p. 196), when the cult’s Fidelity fills with damage, or
does not have the Memory to ease their concerns. Fidelity
when the repercussions of an individual’s actions affects the
recovers at the following rate:
entire cult. The Conditions of Heresy (p. 354) and Shaken
• Bashing: One point per week. Faith (p. 359) are a very small sample to be used as a guide
to improvising Conditions appropriate for the story.
• Lethal: One point per two weeks.

• Aggravated: One point per month. THE DESCENT


A cult enters mutiny when a cult’s Fidelity fills with
lethal points. During a mutiny, the other most influential T he core of Mummy is the Descent. It’s the period in which
the character is active — a state of being the Arisen call
“Semektet.” When first summoned, mummies are at their
members of a cult revolt against the mummy in hopes of
enacting change. The mummy must act quickly, or else the mightiest; brimming with occult life force, the Deathless
cult falls apart. The mummy normally has two options for is inhuman, hideous and unstoppable. Yet, the bright fire
ending mutiny: within burns out as the world fights back against the effort of
enforcing the Judges’ will.
• Punish: The mummy demonstrates the fate of those
Mummy: The Curse is an occult horror game, and horror
who would dare oppose him. It makes cultists think
is always about powerlessness. To be Arisen is to constantly
twice about crossing the mummy, even when they
feel the sand draining from the soul’s hourglass, time drip-
would otherwise be ruthless. The cult permanently
ping away like blood leaking from a slow belly wound. Delay
loses a dot of Grasp but clears all damage from Fidelity.
is the enemy, constantly growing stronger. Yet at the same
• Banish: The mummy exiles the mutineers from the time, even as her sheer might drops, the mummy’s freedom
cult, stripping them of status and power. This reduction increases —the measure of the Arisen’s changing power.
of members interrupts the cult’s chain of command, Indirect as it is, there’s a tension between Sekhem (neces-
reducing their utility. The cult permanently loses a dot sary for existing as an immortal avenger) and Memory (the
or Reach but clears all damage from Fidelity. personal, human goals that even the sorcerers of Irem could
not erase from their servants’ souls). As Sekhem drops, the
At Memory 8 or above, the mummy receives a third option: body operates as flesh and blood again, and with a human
• Mediate: The knowledge of millennia flows through appearance come the complications of dealing with people
even the most headstrong Arisen, and the mummy as a person. These complications are often welcome, even
uses it to ease the rift in the cult. It won’t solve every- when they interfere with the will of the gods.
thing, but the cult maintains its strength. Only half of The longer the mummy is awake, then, the more latitude
the cult’s Fidelity is cleared, but the cult loses neither she has in her actions. This is fortunate, because if her res-
Reach nor Grasp. urrection is due to more than an incautious urchin sneaking
into her tomb, she’s going to need to adapt and improvise to
If a mummy avoids every option or lies in henet as his
navigate a strange and dangerous realm. The central conflict
cult wallows in mutiny, the cult implodes. The cult loses the
of a mummy’s existence is that the more she can do, the less
ability to make cult actions and takes 1 aggravated damage.
time she has.
If the mutiny continues, the cult takes 1 aggravated damage
a day as cultists abandon the mummy and turn the cult’s
trappings to their own purposes. When the Fidelity track fills

The Descent 199


SEKHEM DROPS separate. As it drops, the world looks gray, and conversa-
tions are still clear but less…musical. The sense of touch
The Arisen’s Sekhem drops constantly. When it’s high, is an abstract thing at high Sekhem, but a sensual treat at
she’s mighty. When it’s low, she’s somewhat less so. When dots 6 to 8, slowly numbing to a mundane and unexciting
it’s out, she’s back in storage. impression at Sekhem 3 to 5. At Sekhem 1 or 2, mummies
Some actions immediately drop a mummy’s Sekhem by aren’t numb, but they just don’t take much pleasure from
a dot, but this is rare. Returning to the world after dying touching most things.
from a surfeit of aggravated damage reduces Sekhem by a A Sekhem drop is a shock, like having a hunk of hair
dot. Certain other external forces accelerate decreases, as suddenly ripped out. A Descent roll is like having it pulled out
well. Perhaps the most common form of Sekhem drop is slowly, one hair at a time. If the roll fails, that chill recedes.
self-inflicted. If the roll succeeds, the loss crescendos in an icy convulsion;
When an Arisen fulfills his first purpose, he loses one leaving the mummy just a bit more dead.
dot of Sekhem immediately. After the first drop, it’s a race A reset, on the other hand, is usually accompanied by a
against the clock to fulfill one’s duty as time slips like sand brief, warm relaxation. It’s not as intense as a drop or even
running through one’s fingers. The only way he can reliably a Descent roll, but it is physically perceptible.
slow his accelerated Descent is by draining relics. Mummies Thus, every mummy knows when she is on the right
can, if they wish, pillage their own Sekhem. Dropping one path — or the wrong one.
dot of Sekhem restores an Arisen’s Willpower points to their
maximum. It means converting the inhuman, impersonal
might of the Rite’s energy into selfish, personal motivation.
DESCENT ROLLS
It’s more common in Arisen with high Memory, but anyone An Arisen’s struggle doesn’t end with the trials in Duat.
with a Sekhem rating can do it. A mummy’s time is forever fleeting, and she loses Sekhem
As with so many Descent decisions, there is a Catch-22. overtime by the Descent rolls. It’s the reminder that time
If one has many Sekhem dots, burning one for Willpower is limited even for an immortal being, and when the dice
probably won’t be necessary. When the Arisen is worn down are in the player’s hands, it’s the one roll they’ll want to fail.
and needs any advantage she can beg, borrow, or steal, that’s When the time comes (as determined by one’s Sekhem
when a sudden burst of Willpower can be the difference dots, shown on the chart below), the player rolls a pool of dice
between success and humiliating failure — but that’s also equal to the Arisen’s current Sekhem rating. If she succeeds,
when Sekhem is a lot scarcer and more valuable. Horror is the Arisen loses a dot of Sekhem. So, for example, if one is
helplessness, after all. at Sekhem 10, one rolls 10 dice for the Descent roll. If even
one die comes up 8+, the Arisen descends to Sekhem 9. The
HOW DOES IT FEEL? higher one’s Sekhem dots are, the odds of failing a Descent roll
aren’t great, but when one’s clinging on at the lower dots of
Sekhem dots are a way to convey the urgency of time
Sekhem 1 or 2, one can delay the inevitable for quite a while.
as part of the game. The Arisen themselves don’t speak of
“dots” any more than normal people speak of “having dots in Descent rolls are a big deal, and it’s up to the individual
the Occult Skill,” or “numbers of health points remaining” Storyteller to decide how they wish to handle them. Some
when at the hospital. have players resolve the roll at the end of the scene, while
others stop the game until the roll is made to emphasize the
Mummies feel the Sekhem flowing through them, and
centrality of the deed and the immediacy of the response.
the amount affects both the Arisen’s demeanor and power.
Neither’s right nor wrong; they both work fine, and you can
They know when it’s strong, they know when it’s weak, and
choose to do whichever feels appropriate at the time. Either
they know when it changes. Different mummies feel the
way, the results of the roll resolve at scene’s end. An Arisen
force differently, depending on whom they were and who
shouldn’t drop dead mid-fight because they were scheduled
their Judge is. A common description likens it to a smooth,
for a Descent roll.
warm encasement that seeps down into their flesh and even
extends outward during Utterances and the use of Pillars. As The base schedule for Descent rolls is on p. 201.
it fades, they feel colder, stiffer, and clumsier. Players can’t spend Willpower on a Descent roll or give
At dots 9 and 10, they can’t feel much else: Before the it an equipment bonus, except for a few certain rolls (see
restoration of the sahu’s nerve tissue, everything they sense below). Some relics might improve the odds a little by penal-
is mediated through their wrappings of occult energy. With izing the pool, but they’re rare and coveted, if the Storyteller
high Sekhem, colors seem sharper and sounds are crisply decides they exist at all.

200 Chapter Four: Laws of the Arisen


DESCENT
Sekhem When You Make a Descent Roll Failing the Roll Adds
10 After a scene (12 hours) One scene (12 hours)
9 After two scenes (One day) One scene (12 hours)
8 After three scenes (Two days) Two scenes (One day)
7 After a chapter (Five days) Two scenes (One day)
6 After a chapter (10 days) Three scenes (Two days)
5 After two chapters (20 days) Three scenes (Three days)
4 After three chapters (40 days) One chapter (Five days)
3 After a story (60 days) One chapter (10 days)
2 After two stories (100 days) Two chapters (20 days)
1 After a chronicle (160 days) One story (40 days)

Ways exist, however, to alter the schedule (see Slowing behavior that counters the Arisen’s purpose — being their
Down the Loss of Sekhem on p. 202). own person. One can be pretty evil in the eyes of mortals
without imperiling one’s status in Duat.
THE DESCENT AGENDA If an Arisen character does one of the following, they
The mummy normally starts with 10, the maximum dots face a Descent roll right away:
in Sekhem. Based on the circumstances of her awakening, • Blasphemes the gods of Irem, or lets someone else do
she might lose a dot immediately, but typically, players make so in her presence uncorrected.*
Descent rolls to see if their Arisen are going away or sticking
around. • Creates a lasting account of her deeds that gives glory
Players make Descent rolls depending on the Arisen’s to her alone.
current Sekhem rating. Other factors like how long she’s
• Destroys a relic to cannibalize its Sekhem.
lingered there, and whether or not she’s acting within the
parameters of her inhuman mission also changes when the • Dramatically fails any non-kepher action that uses the
Arisen has to make a Descent roll. mummy’s Sekhem rating as a dice pool.*
High Sekhem is hard to maintain and burns out fast.
Everything else being equal, a mummy with Sekhem 8 is • Increasing one’s Memory rating by a dot.
going to risk Descent far more often than one at Sekhem 4,
• Interacting with a Lifeless without obvious enmity.*
simply because the high-Sekhem mummy has more to lose.
The Descent agenda is based on two scales. One’s very • Mocking or decrying her Judge — especially by name.
concrete: Days and hours and weeks. One’s very loose, subject
to heavy Storyteller interpretation and oriented toward scenes, • Profanes the tomb of a fellow Arisen who serves her
stories, and chronicles (See the Chronicles of Darkness Judge.
Rulebook, p. 73). The Storyteller is free to switch back and
• Verbally professes her highest love to another, be it
forth freely between those scales; not to capriciously torment
a mortal or supernatural being who’s not serving the
players, but to maintain the sense of urgency. The unexpected
Judges, using the language of Irem.
Descent rolls are the ones that arise from player choices, like the
decision to tell a Judge to get stuffed, or the decision to raise • Telling her own true name to any outsider.
one’s Memory rating. Successfully failing a provoked Descent roll
means the roll had no impact on your Descent or Sekhem rating. * A player can spend a Willpower point to subtract three
dice from the pool for this Descent roll.
There are a few things a mummy must not do to avoid
receiving a provoked Descent roll. The biggest risk is any

The Descent 201


FALLING UP If a mummy can find enough greater Amkhata to slay, she
just might stay alive indefinitely.
Though many feel relief failing a Descent roll, it doesn’t Resets buy more time at the lower values of Sekhem,
mean that there’s nothing to worry about anymore. which is when an Arisen’s at her weakest and therefore least
When you fail your Descent roll at any given Sekhem able to earn a reset.
rating, it’s as though the gods and the Judges are permitting The Arisen serving them might find renewal through
your existence. You have earned your continuance of active certain other, narrower imperatives. Acting in accordance
service. to your Judge grants you Sekhem, or other rewards. At the
When you attempt your next scheduled Descent roll at Storyteller’s discretion, they may gift players with a reset for
the end of your bonus time, the number of dice rolled goes up acting accordingly.
by +1. This pattern continues with each continuous failure, Beyond the immediate concerns of specific Judges, the
to a maximum of 10 dice, thus making it more likely the roll following actions are general ones not tied to a particular
succeeds. When you finally succeed and fall forward into Judge and might potentially receive a reset:
your new, lower Sekhem rating, all penalties disappear. The
Judges have their own agenda, and letting one Arisen run • Constructing a monument to the glory of Irem that
around for too long is dangerous. You can see the decreased has the potential to last 1,000 years.
success threshold as the Judge’s patience running out, and
• Destroying a powerful enemy of the Judges, such as
the realization that cannot risk a mummy uncovering more
a flawed immortal, or one of the Shuankhsen. The
memories and deciding to leave their servitude.
Storyteller may decide that it’s only the mummy who
Note that these cumulative penalties do not apply to dealt the killing blow or contributed the most who
Descent rolls caused by the player or Storyteller, only those wins the reset when there are multiple characters in
scheduled as per the Descent table (see above). Likewise, combat.
resets have no impact on these penalties one way or the other.
Once one drops to Sekhem 5, an Arisen’s got two chapters • Exacts a horrifying revenge on someone violating her
of game time before needing to roll her five dice. If she gets tomb. Not applicable during temporary arisings that
a success, her Arisen drops to Sekhem 4. If she fails the roll, begin with such a violation.
her mummy remains at Sekhem 5 for three more scenes.
• Dedicating the killing of an enemy in front of witnesses
Remaining at a particular rating of Sekhem for a longer and addressing her Judge by name.
time does not make the character stronger than a mummy
who has just recently reached the same number of dots. • Saves the unlife of a fellow mummy serving the same
They will both have to roll the same number of dice at their Judge.
next Descent roll.
The list of commendable behaviors is a little bit shorter
SLOWING THE than those for which one is punished, but the Judges tend
to prefer driving with the lash to leading with a promise.
LOSS OF SEKHEM
An Arisen is a tool to serve his chosen Judge, so by ad- SYBARIS
M
vancing his Judges’ agenda, they might slow the Sekhem loss. ummies are both alive and dead, empowered by a
The Rite of Return is a complex framework, custom-tailored mystical rite of the Shan’iatu. Sometimes, the nec-
to an agenda. Arisen serving their Judge unquestionably romantic energies from the rite leak from her body into
hemorrhages less Sekhem than those resisting and straining the body of a bystander. This exposure changes him. He
against their purpose. becomes aware of both his fleeting reality and the eternal
A reset won’t take an Arisen back to Sekhem 10; it resets reality of Duat. The crushing truth of his mortality falls
the time until the next Descent roll. upon him.
For example, assume an Arisen’s at Sekhem 3 and has The moment ends. He rationalizes his experience,
lingered there for two stories. In the course of her duties, but his fear of death and visions of Duat remain. These
she comes across a greater Amkhat and destroys it. Pleased lingering anxieties and visions are a phenomenon that the
with her actions, her Judge presents her with a reward, and Arisen call Sybaris, or “sickness.” Mummies consider it a
her countdown at Sekhem 3 resets. Instead of facing a roll necessary evil, a security measure the Shan’iatu placed
at the end of the story, it’s delayed back out to two stories. within them.

202 Chapter Four: Laws of the Arisen


Sybaris is a handy tool. Humans become too frightened actions that would grant a Beat for that stage. This does not
or too busy contemplating mortality to interfere with a grant any additional Beats after the first time in a chapter.
mummy’s work. The afflicted are easier to manipulate. When Dramatic Failure: As Failure and the character loses a
a bystander fears death, joining a mummy’s cult becomes a point of Willpower.
tempting proposition.
However, it provides diminishing returns. Further expo- SUFFERING SYBARIS
sure drives mortals to expose or destroy mummies and their
When a character fails to resist Sybaris, he gains the
cults. It may even open them to possession by the fiends of
Sybaris Condition (p. 359). The Sybaris Condition is a spe-
Duat (p. 321).
cial, three-stage Condition that represents a character’s in-
CONTRACTING SYBARIS creasing fear, paranoia, and panic while afflicted with Sybaris.

The following is a list of some situations that cause a OVERCOMING SYBARIS


character to contract Sybaris:
Those afflicted with Sybaris can overcome it in three
• Direct physical contact with a mummy. ways:

• Entering a mummy’s tomb. • Time: Without further exposure, Sybaris dissipates


with time. Stage One Sybaris ends in one week, Stage
• Touching a vessel in a mummy’s Lifeweb. Two in two weeks, and Stage Three in a month.

• Witnessing the beginning of a Descent (p. 199). • Join a Mummy’s Cult: Pledging loyalty to a mummy
and serving in her cult in accordance with its Doctrines
• Witnessing a mummy’s resurrection. (p. 195) immediately ends Sybaris at any stage. A cultist
with Scorpion Cult Initiation ••+ never suffers Sybaris
• Witnessing a mummy spend a dot of Sekhem or a Pillar
if they hold to their cult’s Doctrines.
point.
• Interpret a Sybaritic Omen: Sybaris brings terrible
• Witnessing the use of some Utterances and Affinities
visions, but they are filled with consistent symbolic
(p. 123).
imagery. Interpreting the omen at the source of a char-
When these situations occur, the character attempts to acter’s visions eases his Sybaris, sometimes reducing it
resist Sybaris. His will battles with overwhelming hallucina- stage by stage.
tions and intrusive emotions.

RESISTING SYBARIS SYBARITIC OMENS


The Sybaris-afflicted can understand the root of their
Action: Instant torment through meditation, lucid dreaming, or reflection.
Dice Pool: Resolve + Composure – Sekhem Untangling the chaotic pattern of emotions and waking
Suggested Modifiers: Mummy inflicting Sybaris has dreams brings comfort and can eventually dissipate the
Memory 8+ (+1), mummy inflicting Sybaris has Memory sickness.
3 or lower (−2), character is in the presence of multiple A Sybaritic Omen involves a significant situation
mummies (−1 for each mummy present beyond the one unknown to the character. It might be a future event, a
inflicting Sybaris), the character has the Sybaris Condition forgotten secret from the past, or a hidden circumstance in
(−1), the character is a sorcerer (+3). the present. If the omen is a future event, it will come to
Success: The character does not experience Sybaris. If pass unless the character intervenes.
he already has the Sybaris Condition (p. 359), it remains at Interpreting Sybaritic Omens
its current stage. Action: Extended (7 successes required; each roll takes
Exceptional Success: As Success and the character 6 hours).
recovers a point of Willpower. Dice Pool: Composure + Occult
Failure: The character gains the Sybaris Condition, or Suggested Modifiers: Cultists or sorcerers assist charac-
advances to a further stage if he already has it. If he is already ter (+2), Use of fortune telling instruments (+1), Distracting
at Stage 3, the character immediately performs one of the noise or lights (–2).

Sybaris 203
Success: The character decodes the omen’s basic struc- • Constant Observation: Mummies are roughly aware of
ture or a key detail if the basic structure was already decoded. the condition, direction, and distance of Invested cultists.
The character may behave as if they do not have the Sybaris
Condition (p. 359) for the rest of the chapter. • Ultimate Sacrifice: A mummy may reincarnate into
Exceptional Success: As Success, and the character gains the body of an Invested cultist. The mummy resurrects
the Sybaris Condition at one level lower than the level the as normal, using the cultist’s body in place of their sahu
character currently has. If this reduces the Condition level or canopic jar. The mummy gains the Memory Bleed
to zero, the Condition resolves immediately. Condition, and the player may choose to reshuffle some
of the character’s Traits to represent the abilities of the
Failure: The character receives no useful insights. new body. The Sanctity of Experience (p. 206) applies.
Dramatic Failure: As Failure, and the character suffers
a Breaking Point (p. 192). • Investment Limit: Mummies may invest a maximum of
100 points. Cultists may hold a maximum number of points
THE RITE OF INVESTMENT equivalent to their level (1-4) in the pyramid (p. 83).

L oyalty has its benefits. The Arisen can grant their cultists
a fraction of their power through the Rite of Investment. THE RITE OF THE
Invested cultists are always under their master’s observation.
A mummy can take an Invested cultist’s body as her own
ENGRAVED HEART
after death, hollowing out the cultist’s soul and replacing it
with her own. T he exact methods of the Rite of the Engraved Heart differ
between guilds, but each requires an exchange between
the mummy and their intended Sadikh. This exchange has
The Rite of Investment to be something of true worth, such as each participant’s true
• Action: Instant action. Mummy must touch her target. name, the sacrifice of a loved one, or a permanent self-mu-
The mummy’s player removes a Pillar point (p. 122) of tilation. The mummy must then cut open their target, and
her choosing from her character’s sheet. The target’s inscribes their eternal name on the Sadikh’s heart. The chest
player places the mummy’s Pillar point on their char- wound magically heals itself shut, but leaves a scar symbolizing
acter’s sheet. the mummy, their guild, or their Judge.

• Cost: 1 Pillar point. The Rite of the Engraved Heart


• Action: Instant action. The mummy must have made
• Pillar Recovery: Reflexive action. A mummy may
the exchange of value and cut open their target. The
remotely reclaim an unspent Pillar point from target.
mummy’s player removes a permanent Willpower dot
Target’s player removes Pillar point from their charac-
from their character’s sheet. The target’s player adds
ter’s sheet. The mummy’s player places the Pillar point
a permanent Willpower dot to their character’s sheet.
on her character’s sheet.
• Cost: 1 permanent dot of Willpower.
• Mortal Decree: Invested mortals may use their mas-
ter’s decree Affinities. • Descent Risk: Reflexive action. The act of creating
a Sadikh offends the Judges, causing any mummies to
• Sorcerous Rites: Invested sorcerers may spend imbued
suffer a Descent roll for their hubris.
Pillar points to power Rites (p. 273). Sorcerers also
receive the benefits of Mortal Decree. • Only One: A mummy may only have one Sadikh at a
time. That Sadikh does not age. The Sadikh falls and
• Sadikh Soul: Invested Sadikh may manifest their
rises in linear time, which means a mummy can create
master’s Soul Affinities (p. 124). Sadikh also receive
another Sadikh at a point in time before their last Sadikh
the benefits of Mortal Decree.
was made, or long after their last one was destroyed.
• Immortal Power: Invested immortals may use Tier 1
• Rise and Fall: Sadikh stay awake for a number of
Utterances possessed by their Arisen master / Sekhem
chapters equal to their permanent Willpower, following
source, using the invested Pillar. Immortals also receive
the mummy’s Descent to henet. If they wish to stay
the benefits of Mortal Decree.
awake beyond this, they must succeed at a Resolve
+ Composure roll each scene, at −1 die for the next

204 Chapter Four: Laws of the Arisen


scene, the −1 growing to −2, −3, etc. for each sub- the purposes of resisting a Clash of Wills (see p. 132).
sequent scene, until the Sadikh’s player only rolls one This resistance is rendered inert against the Sadikh’s
die to remain awake. Arisen master.
The Sadikh rises with the mummy. Upon falling to slum- • Sybaris Immunity: The Sadikh is immune to all Sybaris
ber, the Sadikh dreams of a false life, an uneventful mundane Conditions.
existence that maintains their ease in whatever era they
awaken. Sadikh slumbering well beyond a mortal lifespan may • Power Channeling: Once per scene, a Sadikh may use
sometimes recall their previous experiences with the mummy any one of his master’s Affinities, or one of his master’s
as vivid stories passed down through the generations if their Utterances, providing he has seen the Utterance used.
mind isn’t resilient enough to handle the stress of immortality. The Arisen pays the Pillar and Willpower costs for use
When the mummy rises, so does the Sadikh. of these powers, though any dice pools except for Pillar
ratings are made up from the Sadikh’s Traits. Pillar
• His Master’s Will: Sadikh possess a telepathic bond
ratings are derived from the mummy’s character sheet.
with their mummy master and may broadcast their
location and immediate feelings, such as danger, joy, • Devoted Heart: A Sadikh whose master has a Pillar
excitement, etc. with no roll. The mummy can do the rating of Ab 5 gains +2 dice to resist or overpower a
same in return. Via this telepathic bond, the mummy character attempting to sway the immortal servant
has power over the Sadikh’s will. With the expendi- from his master. The Sadikh may give his master any
ture of a Willpower point, the Arisen can prevent the Willpower he recovers from fulfilling his Virtue or Vice,
Sadikh from overly countermanding any of his master’s instead of gaining the benefit himself.
efforts or wishes, with discreet actions against the
mummy at a −2 dice modifier. • Loyal Soul: A Sadikh whose master has a Pillar rating
of Ba 5 incurs no penalties when blinded or in darkness.
• Resilient Body: Sadikh suffer damage as mummies do, The Sadikh conveys a +2 modifier to his master’s
but recover from wounds like mortals unless another initiative rolls when they’re together, as the immortal
trait modifies this rate. They do not die when their servant acts as the mummy’s eyes and ears.
Health track is filled with lethal damage, instead
falling into repose and waking when the mummy • Perfected Body: A Sadikh whose master has a Pillar
next wakes. If the sleeping Sadikh suffers further rating of Ka 5 may exchange up to 4 bashing wounds or
damage, or their Health track fills with aggravated 2 lethal wounds to or from his master, with permission
damage, they die. They leave no ghost as their soul from the mummy, as a Reflexive action. The Sadikh
becomes Sekhem and their body becomes a vestige cannot accept further wounds if he has any aggravated
(see p. 207). If this vestige is drained, the Sadikh is wounds. This power is effective no matter the distance
gone for good. If it is returned to Duat, the Sadikh but the two must occupy the same space in time.
joins their master for one final journey. If the mummy
wishes to resurrect a fallen Sadikh, they must spend a • Reverent Name: A Sadikh whose master has a Pillar rating
permanent Willpower dot, which causes the Sadikh to of Ren 5 shares a true telepathic bond with his master and
form from Sekhem. This Willpower dot does not get can mentally communicate in whole sentences with the
added to the Sadikh’s character sheet. The reformed mummy after speaking the Arisen’s name. The Sadikh
Sadikh bears scars from the wounds that killed him, cannot communicate in this way if he has suffered any
but no damage to his Health. aggravated wounds. This power is effective no matter the
distance but the two must occupy the same space in time.
• Blessed Memorial: Once per story, when a mummy
attempts to recall a point in history during which • Shadowed Hand: A Sadikh whose master has a
their Sadikh was present, the mummy can call on the Pillar rating of Sheut 5 gains +2 dice on all Stealth
Sadikh’s true name and gain +2 dice to their remem- and Larceny rolls, and for the cost of one Willpower
bering. This benefit also applies if the mummy is at a point can magically shift the appearance of his face as
Breaking Point and at risk of losing Memory, conveying a Reflexive action. This shift cannot imitate another
the +2 dice to their Memory roll. person, but makes the Sadikh appear distinctly different
from before. The shift remains in place until the Sadikh
• Entwined Fates: Sadikh possess a Sekhem rating equal wills it to end. Multiple facial shifts prevent reversion
to half of their master’s current total, rounded up, for to anything but the most recent facial appearance.

The Rite of the Engraved Heart 205


TIMELESSNESS AND Every dot of Tomb (p. 108) applied to Geometry provides
a bonus die to regaining Pillar points (p. 122).
EXPERIENCE It also serves as the tomb’s overall health. Should a tomb’s
Geometry become 0, it is destroyed, and the Arisen gains

T he Arisen do not experience time linearly. A mummy


Descends in 2097 and awakens in 1545 in the same way that a
human goes to bed and rises in the morning. As a Mummy game
the Disinterred Condition (p. 350). The player retains the
tomb’s original rating due to the Sanctity of Merits.

leaps through history, players may find themselves in time periods PERILS
where the dots on their sheet seem inappropriate or useless.
Tombs need security, and the Arisen have many options.
Because of this, mummies have a special quality: Sanctity
History provides a myriad of nasty devices to punish intrud-
of Experience. Much like Sanctity of Merits, a mummy always
ers, but there are also Curses from returned vessels (p. 207)
takes Beats and spends Experiences as normal, no matter
that float within a tomb’s Lifeweb, waiting for use.
what time the character currently resides in.
Each dot of Tomb (p. 108) applied to Perils serves as a dot
When a mummy is first awakened in a new century, or plays
of Cost towards Trap equipment (p. 373). Each dot of Peril may
in a flashback or flash-forward for longer than a scene, the
also anchor a Curse from a recently returned vessel to the tomb.
player may “reshuffle” the Attributes, Skills, Merits, or Pillars
of the character using their currently spent Experiences, cre- When the tomb is attacked, the player may choose to
ating a character build more fitting for the era. All Advantages remove a dot of Peril instead of a dot of Geometry, inflicting
(p. 100) should be re-calculated accordingly. a Trap or Curse on the attackers. The player retains any
removed Peril dots due to the Sanctity of Merits.
At the end of an extended flashback or flash-forward,
when the setting returns to what the Chronicle currently
establishes as the “present,” the player may again “reshuffle”
PROVISIONS
her sheet using their currently spent Experiences, including Provisions make tombs unique and provide a vast number
whatever Experiences were spent during the flashback or of benefits beyond energy and security.
flash-forward. Each dot of Tomb (p. 108) applied to Provisions serves as
Sanctity of Experience a dot of Cost towards equipment. Any aspect of a tomb that
does not serve as part of its sacred geometry or its security
• Beats: A mummy always takes Beats and spends
qualifies as a Provision.
Experience as they receive them, even during flash-
backs and flash-forwards. When the tomb is attacked, the player may choose to
remove a dot of Provision instead of a dot of Geometry,
• Reshuffle: When the mummy begins play in a differ- losing access to a piece of equipment. The player retains
ent time era, her player may rearrange her character’s any removed Provision dots due to the Sanctity of Merits.
Attributes, Skills, Merits, or Pillars using their currently
spent Experience. This occurs when the mummy first HARMONIC CENTERPIECE
awakens at least a century before or after the previously
If a mummy has at least one relic connected to their
played Descent, or at the beginning and end of an
tomb’s Lifeweb, they may choose one to be their harmonic
extended flashback or flash-forward.
centerpiece. This relic balances the energies of the tomb,
making it just as important as the tomb’s physical structure.
TOMBS If a harmonic centerpiece is within a tomb’s Lifeweb,

T ombs have three components: Geometry, Perils, and the mummy receives a bonus die to regaining Pillar points
Provisions. (p. 122) in addition to a tomb’s Geometry. If the harmonic
centerpiece is destroyed or stolen, its absence damages the
GEOMETRY tomb, removing a dot of Geometry from the Tomb Merit.

No matter where they lie, tombs are always built or


remodeled according to the Nameless Empire’s sacred
ATTACKING TOMBS
geometry. Tombs draw Sekhem from their surroundings, Some of the Arisen’s enemies know they must strike at their
creating a special, internal Lifeweb from which the Arisen tombs. While it is possible to survive without one, a destroyed
gains Pillar points. tomb can leave a mummy defenseless and without an easy
method of regaining power or returning vessels to the Judges.

206 Chapter Four: Laws of the Arisen


A tomb is only truly destroyed when its sacred geometry tools, and precious items of humanity go through a natural
is ruined beyond repair. This is a great undertaking, accom- ebb and flow of Sekhem.
plished by a cult action (p. 196), with explosives, an appro- When an item is present in a moment filled with strong
priate Utterance (p. 131), and lengthy, dedicated assaults by emotion, the moment may imprint on the item as a mem-
individuals. It requires point of Effort and Size + Durability ory, sealing the Sekhem it holds and transforming it into a
points of lethal or Size points of aggravated damage to remove vestige. Any emotion can create a vestige, but the six most
one dot of Geometry from the Tomb Merit, and this must common emotions in their creation are anger, despair, hate,
be delivered by a cult or Timeless person/s. Dots of Peril or joy, passion, and love. When a vestige forms, the raw Sekhem
Provisions may be removed instead, if available. inside it splits into two distinct patterns based on the emotion
that filters it. The first pattern is its Virtue, the highest, most
VESSELS constructive form of the emotion that defines the memory.
The second pattern is its Vice, the lowest, most destructive
T he lost tools of Irem. Storied treasures with fantastic pow-
ers. Experiments gone wrong. Physical embodiments of
painful memories. All these and more are vessels, the mystical
form of the emotion.
Vestiges existed long before Irem and will exist long after.
trinkets that keep the Arisen to their eternal duty. In addition to the many vestiges created by history, sorcerers
know a rite that guarantees their creation, though the process
The attachment mummies have to vessels goes beyond
may be time consuming and emotionally draining (p. 273).
mere admiration of craftsmanship. Whether forged in an
Creating vestiges is important for sorcerers. Not only are
Iremite workshop thousands of years in the past or improvised
they easy access to magical power, the Sekhem inside them
on an active battlefield three days ago, the Arisen believe
can be further broken down and extracted as Pillars (p. 213),
there is only one rightful owner of these vessels: the Judges.
important magical components.
No human alive can fully control a vessel’s power, as tragedy
after tragedy throughout history has proven. Therefore, all A vessel’s power is attractive, but they can provide so
vessels must return to Duat to restore power to the Judges much more. When their Virtues or Vices resonate with their
and ensure humanity’s safety. owner’s Anchors (p. 232), vestiges help strengthen the will,
or even the soul. Some mummies hesitate to immediately
VESSELS DEFINED return their vestiges to Duat and instead let them linger in
their tomb’s Lifeweb for a few centuries.
A vessel is any item that holds a significant amount of
Vestiges
Sekhem. Most were created thousands of years ago using the
lost and sacred arts of the guilds of Irem. Many also came into • Rating: Naturally created vestiges are rated at 1-5 dots.
being long after, either as the result of sorcery or accidental Sorcerers can create vestiges rated at 1-6 dots.
creations birthed from an unforgettable moment.
• Object: A vestige is an object (p. 190), and has Size,
Sekhem is anchored to a vessel by implanting it with a
Durability, and Structure.
memory. This central memory is also a filter, shaping the
potential of life into a clearly defined purpose and function. • Incorruptible: Vestiges are immune to ordinary wear
Anyone activating a vessel calls upon the memory inside, and tear caused by the passage of time.
releasing the Sekhem within in the form of a distinct and
unique Power. However, without the proper training guilds • Virtue and Vice: Vestiges have a Virtue and a Vice.
and sorcery provides, an unwitting user is unable to handle
even a filtered form of pure life force. He is then exposed to • Resonance: When a character’s Anchors, such as a
the vessel’s Curse, a negative feedback from the sudden re- mummy’s Balance or Burden (p. 102), is synonymous
lease of powerful energy. A Curse is also filtered by the vessel’s with or matches a vestige’s Virtue or Vice, the vestige
defining memory, often inflicting ironic fates upon the user. resonates with the character.
Arisen divide vessels into two categories: vestiges and relics. • Willpower Refresh: If a resonant vestige is kept on
a sleeping character’s person, the character refresh-
VESTIGES es extra Willpower points after a full night’s sleep.
Vestiges are a vessel’s basic form. They can take the form The character refreshes 1 extra Willpower point per
of any object on Earth. Since the Lifeweb is everywhere at Virtue or Vice that is synonymous with or matches the
once, Sekhem constantly flows out from living things into character’s Anchors to a maximum of +2 Willpower
inanimate objects as they use them. Every day, the toys, points. Any resonant vestiges kept in the Lifeweb of a

Tombs | Vessels 207


mummy’s tomb (p. 206) provides this benefit no matter someone knows where to look. The first is that a relic is an
where the mummy rests inside the tomb to a maximum object holding a distilled form of Sekhem, which radiates with
of 2 extra Willpower points. a greater amount of power. Pure Sekhem is easier to anchor
to an object, and the memories used for relics do not need to
• Soul Refresh: When a mummy meditates in her tomb be as emotionally intense as the kind that anchors a vestige.
to refresh her Pillar points (p. 122), each resonant Instead, the guilds of old used memories of Iremite cultural
vestige in her tomb’s Lifeweb provides a +1 bonus to touchstones, important values or the Nameless Empire, and
the dice pool to a maximum of +5. the lives of its famous heroes and infamous enemies. The
Arisen sometimes find memories of them within a relic.
• Pillars: Vestiges provide a number of Pillar points equal
to their dot rating. The second difference is that unlike vestiges, relics appear
in very specific forms. The guilds of the Nameless Empire
developed their own secret methods to create relics, which
RELICS they never shared. The five best known relic forms are those
Relics are the prized creations of the Nameless Empire. of the Arisen guilds: Amulets, Effigies, Regia, Texts, and Uter.
The Shan’iatu taught their subjects the secrets of Sekhem, The clearly defined form of the relic shapes the Sekhem just
how it could be grasped and forged into instruments of power. as much as the memory that holds it, and thus a relic has a
For many years, the Iremite guilds toiled in their workshops Power that enhances things related to the form’s purpose,
creating countless relics. Most served the empire’s needs, and a Curse that serves as a side effect to intense Sekhem
some were made to entertain its people, and a few were exposure.
created for their own sake so that its crafter would have The final difference is that the Sekhem within the relic
something to last for all time. holds together even during extraction. A mummy draining
An exact, reliable method to create a relic is unknown, but Sekhem from a relic finds that they’re able to stay in the living
the differences between a relic and a vestige are obvious once world for a little while longer, though they risk punishment

208 Chapter Four: Laws of the Arisen


from their Judge for doing so. Immortals (p. 257) can feed demands a sacrifice from its user, either in the form of a Pillar
on relics with no such consequences. Sorcerers are unable point or a Willpower point.
to absorb Sekhem from a relic, but can contain the energy Once a vessel is invoked, its user receives a vague or
in another object, potentially transforming it into a vestige. alarming vision related to the memory buried within it. The
Almost all relics come from the Nameless Empire. Many vessel’s Power and Curse begin immediately after.
have returned to the Judges, but most still reside on the Vessel Invocation
Earth, waiting to be discovered. A few relics were created
well after the Empire’s dissolution. These modern relics are • Action: Invoking a vessel is an Instant action.
often the product of a mortal’s inspiration and passionate
• Cost: Invoking a vessel costs either 1 Pillar point or 1
dedication, and their creation is a once in a lifetime event.
Willpower point.
Rarely, Judges expend a portion of their immense Sekhem to
forge a brand-new relic, sending it to the Earth along with
a mummy rising from henet. While an Arisen is bound to GENERAL POWERS AND CURSES
a Judge, they are unable to create new relics of their own. A vessel’s dot rating determines the mechanical basis
Relics of its Power and Curse. In general, a Power is mechanically
represented by a bonus; and a Curse by a penalty. Where
• Rating: Relics are rated from 1-5 dots. the bonus or penalty is applied depends on a vessel’s type.
• Object: A relic is an object (p. 190), and has Size, Each individual dot in a vessel’s rating can grant the
Durability, and Structure. following:

• Incorruptible: Relics are immune to ordinary wear and Power Curse


tear caused by the passage of time.
+1 dice pool bonus −1 dice pool penalty
• Form: Relics have a unique kind of Power and Curse, +1 Armor −1 Armor
based on its form.
+1 Defense −1 Defense
• Sekhem: Relics provide a number of Sekhem dots +1 Attribute rating −1 Attribute rating
equal to their dot rating. Relics created by Eternals
+1 Skill rating −1 Skill rating
provide a number of Sekhem dots equal to twice their
dot rating. 1 positive Social Influence 1 negative Social influence
shift shift
USING VESSELS When designing mechanical bonuses and penalties for
Vessels are powerful objects. For many, they provide quick vessels, these can be mixed and matched using a pool of
access to magical power. They also aid the Arisen and are an points equal to the vessel’s dot rating plus 1. For example, a
important part of their cycles of life and death. two-dot vessel has three points and could give a user two dots
in Empathy, but remove one dot of Streetwise. A five-dot
However, holding a massive amount of Sekhem in one
vessel has six points and could imbue a user with three points
place, refusing to return it to the Lifeweb, tends to bring
of Armor, but remove three dots of Stamina. A one-dot
about terrible fates. Many learn that to wield great power
vessel has two points and could give a user 1 positive Social
one must bear a terrible curse.
Influence shift, but remove one die from a combat dice pool.
INVOKING VESSELS A vessel’s Power is never higher than half the pool’s points.
Powers and Curses
Vessels are invoked through two methods. The first is
to touch the vessel and perform an action in sync with its • Bonuses and Penalties: Powers and Curses inflict a
underlying memory. A vestige of protection born from an act set of bonuses and penalties on a vessel’s user.
of affection is invoked through a sincere declaration of love.
An amulet vestige forged from a memory of harsh weather • Design: A vessel’s dot rating provides a pool of points
is activated when worn during a rainstorm. equal to its dot rating plus 1. These points are spread
between the vessel’s Power and Curse. A vessel’s Power
The second method is to touch the vessel, call out
never has a mechanical bonus higher than half of the
its name, and activate it by force of will. This invocation
point pool, rounded up.

Vessels 209
VESTIGE POWERS AND CURSES Amulets have the Power to instill knowledges and abilities.
These are usually represented by new Skill dots or Mental
Vestiges are the embodiment of an emotional memory. Merits but can also provide more specific boons, such as
That memory forms the basis of its Power and Curse. knowledge of a lost military technique, or even a rite (p. 273).
A vestige’s Power is a mechanical representation of its un- The Amulet’s Curse programs its bearer with concepts
derlying memory and its Virtue. An Honest vestige might grant and morals to make their thinking more harmonious to the
bonuses to Performance or improve Interrogation dice pools. Nameless Empire’s culture. The Curse may be broad and
A vestige’s Curse is formed from its underlying memory obvious, such as changing a character’s Virtue, Vice, or
and its Vice. The Honest vestige is also Headstrong, and Aspirations, or a subtle as praising a Judge beneath one’s
may apply penalties to Common Sense dice pools, or even breath as they wake in the morning.
reduce its user’s Composure.
Effigies
The highly personal memories that vestiges hold ensure
The Tef-Aabhi constructed their Effigies to maintain
that the only person subject to its Power and Curse is its current
order and harmony. Now, the ignorant threaten to use them
user. They are also short lived, and their Powers and Curses last
to spread chaos.
for a Scene. The only exception is when an active vestige is
close to an active relic. When this occurs, the vestige activates An invoked Effigy unleashes the Power to manipulate
a special kind of Curse: it broadcasts its core memory to other people, objects, or concepts. This might be as simple as
people, inflicting them with its emotion. The Area Affected inflicting a Tilt (p. 361) on a target, or it could also be new
aspect of a relic’s dot rating (p. 208) defines the how far this Social Skills and Social Merits for more subtle manipulation.
broadcast stretches and for how long it lasts. It could even grant its user a Supernatural Merit, such as
Telekinesis (p. 120).
Vestiges are useful in any situation, but their Sekhem
shines brightest when invoked during moments resonating An Effigy’s Curse is that it manipulates as well. They
with the creating event. A vestige under these conditions pull power from their surroundings, weakening people and
may gain additional effects. environments around it. Some sap away at Structure, others
consume Willpower, and a few drain Sekhem. The most dan-
Vestige Powers and Curses
gerous Effigies weaken the border between worlds, creating
• Magnificent Virtue: A vestige’s Power is based on its doors to the Neter-Khertet and even stranger places.
Virtue.
Regia
• Vice’s Curse: A vestige’s Curse is based on its Vice. The Mesen-Nebu used their superior alchemy to make
the world more beautiful. Unfortunately, even the finest
• Familiar Moments: Invoking vestiges in situations splendor rots and rusts.
aligning with their rooted memories may grant addi-
Regia’s Power is to enhance physical things into a more
tional mechanical effects.
perfected state. Weapons enhanced with Regia may do more
• Range and Time: A vestige’s Power and Curse is active damage or be able to harm creatures normally impervious
for one Scene and only affects its user. to them. Imbibing a potion brewed with Regia may grant a
user Physical Attributes or Physical Merits.
• Amplification: Active relics can amplify the emotions What the Nameless Empire considered “perfected” vastly
of active vestiges and influence others with them. differs from our modern conception of perfection. A Regia’s
curse corrupts physical things around it. It could just poison
RELIC POWERS AND CURSES users, but it might also warp its subjects in unexpected ways,
The refined Sekhem within a relic brings new, more twisting bodies and objects into shapes more useful to the Judges.
consistent powers and abilities. In addition to basic bonuses Texts
and penalties, relics have their own unique Power and Curse
The Sesha-Hebsu hoped to rescue stories and culture
options that can break the limits of what is possible.
with the power of the written word. Now, these lost tales un-
Amulets fold all over the world, bringing people to unhappy endings.
The Maa-Kep designed their amulets to preserve ideas Texts hold records of grand events inside them, and
and principles. They were so successful that Iremite thought their Power manifests these events in our reality, rearrang-
lives on in a world ill-suited for it. ing it with incredible phenomena. A Text might create an

210 Chapter Four: Laws of the Arisen


RELIC DOT RATINGS
Dot Rating Subtlety Length of Time Area Affected
• Nearly Undetectable 1 Turn User Touching Relic
•• Noticeable by Passerby 1 Scene Everyone in User’s Sensory Range
••• Visible to Everyone 1 Chapter Most of a Community
•••• Blatant to Everyone 1 Story Everyone in a Community
••••• Undeniable to Everyone As Long as Relic is Active Everyone in a Region

Environmental Tilt (p. 361) at an opportune moment or Rumors state that if one of Ammut’s children can hollow out
transport its user across the globe in the blink of an eye. Any an Arisen’s chest and place a Bane Relic inside the cavity,
story can lie within a Text, and thus it is the most abstract the Arisen is condemned to become the Devourer’s servant.
and unpredictable of the relic forms. The Shuankhsen know rites capable of twisting ordinary
What isn’t unpredictable is how they Curse the mind. relics into Bane Relics and do so with fervor. Depending on their
Reading a Text wreaks havoc on the unprepared. They particular Judge or specific motivations affecting that Judge’s
might sap away a user’s Integrity, or even open them up to directives, Arisen might be urged to return Bane Relics to Duat
possession by one of Duat’s fiends. like any other vessel, destroy them outright in the material
world, or otherwise be branded as a blasphemer to be punished.
Uter Either way, these twisted relics can wreak havoc on the sanctity
The Su-Menent desired to show the divide between life of a mummy’s tomb, harming Arisen and their loved ones alike.
and death for the illusion it is. Today, perhaps they have
their wish. Eternal Relics
Uter have the Power to enhance qualities that already A special kind of relic belongs to the Eternals (p. 266),
exist within a person or an object. These enhancements immortals who sealed away their death in handmade works
may go far beyond mere bonuses. Doing a familiar activity of art. Eternal Relics always contain the memory of the im-
could become a Rote Action (p. 176). A user could have mortal’s would-be death. Such a vivid memory is enhanced
the Inspired Condition (p. 355) when the Uter is within her by a Sekhem even further distilled than any other known
grasp. She may even develop Specialties (p. 95) she did not relic form.
have before. Eternal Relics’ Powers and Curses always center on their
As Uter are unchanging, so too is the Curse that follows creator. Their Power grants eternal life and other strange
them. Uter preserves its users, preventing any beneficial abilities that immortality might bring. However, their Curse
change in their lives. A user could stop receiving Willpower is just as powerful: their bearers must share in whatever fate
from a restful night’s sleep or be unable to increase her befalls the relic. When the relic is destroyed, the Eternal dies.
Integrity. It may affect a user in more subtle ways, such as Relic Dot Ratings
falling into rigid daily patterns or refusing opportunities she
If they hold to a form’s archetype, relics can have Powers
would usually take.
and Curses beyond those suggested here. The above table
Bane Relics is a guideline to the subtlety, length, and area of which relic
Like the Judges she despises, Ammut the Devourer Powers and Curses are capable. Relics are not required to
creates her own relics. Unlike her enemies, Ammut is more match every category level attached to their dot rating, but
than willing to make as many as she can, gifting Bane Relics usually conform to at least one.
to her most prized Shuankhsen (p. 236). Relic Powers and Curses
Bane Relics appear in all guild relic forms but bear visible • Form and Function: Relic Powers and Curses have
signs of Ammut’s corruption. These signs are usually mon- access to more game effects based on their form.
strous or blasphemous art and spider web-like runes. Their
Powers and Curses are the same as the relic forms they parody, • Range and Time: Relic Powers and Curses have a time
but only the Lifeless can use these nightmarish trinkets safely. and range based on their dot rating.

Vessels 211
CURSE IMMUNITY Suggested Modifiers: The cult uses vessels (+1 for each
vessel beyond the first vessel sacrificed), held in mummy’s
The Arisen are completely immune to all vestige Curses. Tomb (+3), more than 20 cultists present (+2), incense or
The vessel’s raw Sekhem is always overpowered by the other ritualistic trappings (+1), cult is in mutiny (–2), mummy
stronger concentration of life force within the mummy’s unfavored by Judge (–3). If the sarcophagus possesses memorial
body. They have a limited immunity to relic Curses: a guild hieroglyphs from Duat (see p. 74), a cultist may read from them
member never suffers their relic form’s Curse, and only suffers with a separate Composure + Expression (+ Sekhem, if pos-
a fraction of the Curses of other relic forms. sessed) roll to ensure the mummy wakes without hostility or fear.
A cult’s Tepi (p. 115), or hierophant, is immune to the Success: The mummy rises from death. The mummy’s
Curses of her master’s guild relic form. Sorcerers (p. 271) are starting Sekhem is 10 where the Call is made with overall
immune to the Curses of the vestiges they create. positive modifiers and is successful. The mummy’s starting
Only the Shuankhsen (p. 236) are immune to Bane Sekhem is 9 where the Call is made with overall 0 or negative
Relic Curses. Everyone else, including Arisen, receive the modifiers, and is successful. All Lifeweb connected vessels
full force of the Curse. used in the Call cannot be invocated for the rest of the
Curse Immunity story. Any vessel not connected to the Lifeweb is destroyed.
Vessels destroyed this way release their memory, but provide
• Vestige Immunity: Vestige Curses are not inflicted no Pillar points or Sekhem.
on the Arisen. Sorcerers do not suffer the Curses of Exceptional Success: As Success, except all Lifeweb con-
vestiges they themselves create. nected vessels cannot be invocated for the rest of the chapter.
• Relic Immunity: Arisen and their Tepi do not suffer Failure: The mummy does not rise from death. All ves-
the Curses of their guild’s relic form. Arisen suffer a sels used in the Call cannot be invocated for the rest of the
reduced form of the Curse of other relic forms. This is story. Any vessel not connected to the Lifeweb is destroyed.
either half the penalty, rounded down, or a less debilita- Vessels destroyed this way release their memory, but provide
tive version of any narrative effects. No one is immune no Pillar points or Sekhem.
to Bane Relic Curses except for the Shuankhsen. Dramatic Failure: As failure, and the mummy’s cult
suffers 1 lethal damage to Fidelity.
VESSELS AND RESURRECTION Reviving Arisen
Vessels provide an additional way to return from the sleep
• The Call: Cultists may sacrifice any number of vessels
of ages. They are components of the simplest Open Rite (p.
to return their patron mummy from death. Sacrificed
273), known as the Call.
vessels are either disabled for the duration of the story
The Call requires a leader, usually a sorcerer or a hierophant, if connected to the Tomb’s Lifeweb or destroyed if
several cultists, and as many vessels in a tomb’s Lifeweb (p. 206) unconnected.
as possible. The cultists encircle the sleeping mummy with their
vessels, and the leader starts a chant, imploring his master to • Dangerous Times: In dangerous or time-pressed situ-
arise and aid the cult. With enough time and no pressing danger, ations, a chance die roll (p. 175) is necessary. In safe or
the vessels’ Sekhem flares, and the mummy revives. Such an time-ideal conditions, the Call automatically activates
intense blast of life energy overloads the vessels and renders as if the cult had rolled a Success.
them unable to be invoked (p. 209) for the rest of the story.
If a mummy has no vessels connected to their tomb’s TRACKING VESSELS
Lifeweb, the cult must obtain at least one vessel elsewhere
Irem’s guilds were well-trained in magic and craftsman-
in the world. Without the tomb’s mystical connection, the
ship. The Rite of Return heightened those techniques to
foreign vessel is destroyed.
such a degree that Arisen can detect vessels from across
the world. This is through a special sense called the kepher,
THE CALL or “manifestation.”
Action: Instant The kepher is a special type of Investigation (p. 193). The
Cost: 1 vessel Clues that kepher provides are not just objects, facts, and
Dice Pool: Player leaders: Presence + Occult; Storytelling deductions that lead to the vessel’s location, but may also
character leaders: Reach + Grasp. be hints toward the vessel’s Power or Curse, snippets of the
memory that created it, or the identity of its current user.

212 Chapter Four: Laws of the Arisen


Unlike other Investigations, the mummy begins with Though the vessel is powerless, components remain. The
significant advantages. When a Judge commands a mum- Arisen returns to Duat (p. 319) wielding the vessels he took with
my to find a specific vessel, or if the mummy first becomes him, recreated from their Sekhem. The vessel’s Curse remains
aware of a vessels’ existence, he receives the first Clue in in his tomb’s Lifeweb for a story, eventually attaching itself to
the Investigation as if he rolled a Success to uncover it. an object, person, or settling into the tomb as a Peril (p. 206).
They are also aided by the flow of Sekhem as he uncovers
further clues. CANNIBALIZING VESSELS
The kepher of some vessels are stronger than others. Arisen, Amkhata, immortals, and sorcerers can canni-
The design flaws of vestiges make them easier to track, and balize vessels, draining them of their power.
the telltale traits of a guild’s relic form are unmistakable to When a vestige is shattered, those nearby can grasp its
its members. broken pieces and draw its energy into themselves. Sorcerers
When a kepher Investigation ends, the mummy knows do this to quickly gather components for rites; Arisen do this
everything about the vessel it seeks, from its name to its to gain a burst of power with no consequences; and Amkhata
exact geographical location. All they need to do is take it. eat whatever life energy comes their way.
Kepher Relics are cannibalized in the same way but have a more
dramatic effect. Cannibalizing a relic is a grave betrayal to
• Investigation: The kepher is an Investigation (p. 193). the Judges, and the Arisen face a Descent roll (p. 200) for
each dot of Sekhem consumed. Amkhata not only feed on
• Clues: A kepher Investigation has a Scope equal to
the Sekhem, they can transport the excess back to their
twice its vessel’s dot rating in Clues.
masters. Sorcerers can trap the escaping Sekhem in another
• Sekhem: A mummy always adds their current Sekhem object to turn it into a vestige.
to the dice pool to uncover a Clue during a kepher If a vessel is pulled away from the character cannibalizing
Investigation. it, and repaired within a week, the vessel keeps its undrained
portion of mystical power. Otherwise, any remaining Sekhem
• Vestiges: Tracking a vestige always adds a +2 bonus detaches from the broken vessel and its remains become an
to the dice pool to uncover a Clue during a kepher ordinary object.
Investigation.
When a vessel is fully cannibalized, the memory within it
• Relics: Characters tracking relics from their guild is released into the world. The full, clear memory broadcasts
always roll to uncover a Clue as a Rote Action (p. 176). into the mind of the cannibalizing character and everyone
within her sensory range. If the cannibalizing character is a
CONSUMING VESSELS mummy, she receives 1 Reminisce Beat after experiencing
the memory. If no one is present to absorb the memory, it
All vessels will one day be consumed, either by returning dissipates forever.
them to the Judges or cannibalizing them. Cannibalizing Vessels
RETURNING VESSELS TO THE JUDGES • Sundering: A vessel can be cannibalized when its
Structure becomes 0.
When brought to a mummy’s tomb (p. 206), a vessel is
attached to its sacred geometry and becomes a part of its • Time: Draining 1 dot from a vessel is an Instant action.
Lifeweb. The vessel remains attached to the Lifeweb if it
stays in the tomb. Placing a Bane Relic (p. 239) in a tomb’s • Repair: If a cannibalized vessel receives at least 1
Lifeweb applies the Lifebane Tilt (p. 367). Structure within a week of its sundering, the vessel
When a mummy ends his Descent and rests in his tomb, survives at a new dot rating equal to its undrained dots.
his player may select any number of vessels within the tomb’s • Vestige: Draining a vestige provides mummies 1 Pillar
Lifeweb and declare that his mummy will return them to point for each vestige dot drained. Arisen may place Pillar
the Judges. These vessels become regular objects, can no points in any unfilled Pillars. Sorcerers take 1 Pillar point
longer be invoked (p. 209), and cannot provide Sekhem per vestige and must select a Pillar before draining.
or Pillar points if cannibalized (p. 213). Some cults donate
former vessels to museums, while others sell them to private • Relic: Draining a relic provides mummies and immor-
collectors for high prices. tals 1 Sekhem dot for each relic dot drained. None can

Vessels 213
absorb more than their Sekhem Trait Maximum (10 for
mummies, 5 for immortals). Draining an Eternal Relic EFFIGIES
(p. 211) provides mummies and immortals 2 Sekhem
dots for each relic dot drained. Miniature Mausoleum (•)
Durability 2, Size 1, Structure 3
• Memory: Completely cannibalizing a vessel provides
mummies with 1 Reminisce Beat. Completely canni- This model mausoleum incorporates Iremite architectural
balizing an Eternal Relic provides mummies with 2 techniques.
Reminisce Beats. Power: When activated, the mausoleum grows large
enough to house up to four people if they don’t mind being
RELICS close. It protects from naturally occurring Environmental
Tilts related to prevailing climate and weather conditions.
Relics are closely linked to the guilds responsible for their Curse: Echoes of ancient times and the unyielding grind
creation, though mummies of other guilds and other creatures of eternity haunt guests in the mausoleum. Sleep provides no
capable of channeling Sekhem might attempt to use one and Willpower within its walls, nor may it be regained through
risk its curse. As per the vessel activation rules, invoking a one’s Virtue or Vice until they’ve rested elsewhere. The
relic costs either 1 Pillar point or 1 Willpower point. They use Burden and Balance of mummies are unaffected, but medita-
the wielder’s defining Pillar + Favored Attribute (or a Mental tion within the mausoleum restores only their defining Pillar.
Attribute of choice if the character lacks one) where dice pools
are required. The following are example relics. Sapphire Frog of Doud Sulmon Juma Hassan (•••)
Durability 3, Size 1, Structure 4
AMULETS The frog’s crystalline eyes seem to hold the primordial
Master’s Tool (••) waters within.
Durability 3, Size 1, Structure 4 Power: When activated, the bearer gains the effects of the
three dot Psychokinesis (Water) Merit for the scene. They
The elaborate engravings on this well-worn tool don’t don’t require further expenditure to control water during
hinder its proper function. the scene, but sacrifice their Defense on any turn they do so.
Power: This tool preserves the memories of a long-dead Fluids within living bodies aren’t valid targets for this power.
master of a single Skill. When spending Willpower to en- Curse: Water affected by this relic assumes the Dark
hance this Skill on rolls utilizing this tool, the character gains Waters Tilt for the chapter, and ghosts affected by it become
the 8-again effect on the roll. hostile toward the bearer. Arisen don’t provoke the wrath
Curse: Using the tool is highly addictive. For the re- of the dead.
mainder of the chapter, whenever the opportunity to use
the tool’s power presents itself, the character suffers the
Lovers’ Aegis (••••)
Deprived Condition if they refuse. The Arisen resist its lure Durability 3, Size 0, Structure 3
after a scene. This matching pair of platinum swan rings once bound
Bronze Serpent Medallion (•••) the hearts of star-crossed lovers separated by an ocean.
Durability 3, Size 1, Structure 4 Power: These rings only function when worn by two
people, but may be activated by either party for the scene.
A stylized asp surrounded by intricate Iremic hieroglyphs When suffering injury, the wearer reflexively divides the
glows in the sunlight. damage between themselves and their partner however they
Power: This amulet imparts the reflexes of a snake, al- wish. A single point of damage transferred is downgraded.
lowing the higher of Wits or Dexterity to determine Defense. Both parties suffer any Tilts affecting the other.
Additionally, any melee attack the bearer lands inflicting Curse: Each time the character is injured, the transfer
lethal damage also imposes the grave Poisoned Tilt for the consumes a Willpower point. Upon reaching 0 Willpower,
remainder of the combat. the character gains the Fatigued Condition. Arisen suffer
Curse: Mercy and diplomacy become foreign to the no Willpower loss from attacks inflicting bashing damage.
bearer. Failures on Empathy, Persuasion, or Socialize rolls
become dramatic failures. Arisen only suffer the penalty on
Empathy rolls.

214 Chapter Four: Laws of the Arisen


REGIA until they heal a point of the damage. If slain by this weapon,
the foe’s body permanently transmutes into stone.
Alkahest Flask (• to •••••) Curse: The character suffers a −1 penalty to Dexterity
Durability 3, Size 1, Structure 4 rolls, Initiative, and Speed for the remainder of the chapter
even after the weapon is sheathed. This is cumulative with
This silver flask produces a liquid that becomes highly each scene the weapon is activated. Arisen only suffer pen-
corrosive upon exposure to air. alties to Initiative.
Power: Each activation produces enough liquid to
dissolve Structure equal to the vessel’s rating. Living flesh TEXTS
suffers lethal damage equal to its rating, but mummies and
relics are unaffected. Song of Sorrows Unspoken (••)
Curse: The reaction produces a noxious cloud, inflicting Durability 1, Size 1, Structure 2
bashing damage equal to its rating on the user and all within The aged vellum sheet is covered with musical notation
arm’s reach and imposing a −2 penalty to Stamina rolls for comprehensible to any, shifting in the hands to match the
the scene. Mummies suffer no penalties to Stamina. instrument available.
Wanderer’s Clay (••) Power: When played, the song intensifies the emo-
Durability 4, Size 1, Structure 5 tions of all within earshot. For the remainder of the scene,
while the song plays, all who hear it suffer a −3 penalty to
With each item holding the potential of an arsenal, Composure rolls as their passions surge. This drops to −2
wanderer’s clay allowed for light travel and easy infiltration once the music ends. Attempts to influence people by ap-
for the forces of lost Irem. These objects seem carved from pealing purely to their emotions gain an exceptional success
iridescent nacre. on three successes.
Power: When activated, wanderer’s clay becomes a Curse: The raw honesty forced by the song permits no
white, malleable substance capable of being sculpted into falsehoods. All Subterfuge rolls by the performer are reduced
a different object of the same Size with an Intelligence to a chance die. Arisen only suffer a −2 penalty.
+ Crafts roll. Failure yields an ordinary object of its type,
while success increases the equipment bonus by 1, or 2 on Codex of Forgotten Secrets (••••)
an exceptional success. Durability 1, Size 2, Structure 3
Curse: The malleability of the clay spreads to the flesh A favorite of traitors, this massive leather-bound codex
of its shaper, twisting their features into disconcerting new ends with several blank pages of parchment.
forms. The character’s impression level drops by 2, and
failed Social Maneuvering attempts impose the Spooked Power: When written onto the blank parchment, the
Condition. The effects remain for the chapter’s duration. memories of a secret or occurrence vanish from the minds
Subsequent uses double this duration. Arisen suffer no of everyone in the community, settling into a new vestige
increased penalties for subsequent uses. somewhere in the affected area. The writer, mummies with
Memory 8 or higher, and ghosts remain unaffected. If the
Medusa’s Spear (•••••) vestige is consumed or destroyed, the secret is released, and
Durability 4, Size 4, Structure 8 everyone becomes aware of the writer’s identity. While the
secret remains protected, attempts to uncover it, magical or
This serpent-engraved spear, crafted of amethyst exhib- otherwise, suffer a −4 penalty.
iting an unnatural green radiance, was a failed attempt to
Curse: The writer gains the Cursed Condition related to
duplicate the Kher-Minu.
an aspect of the hidden memories for the remainder of the
Power: When activated, the wielder’s flesh takes on a story. Arisen suffer it only for the current chapter.
stony texture, granting 1 Armor but inflicting a −2 penalty to
Dexterity rolls, Initiative and Speed for the scene. Foes struck Profane Tablet (•••••)
by the weapon find their flesh transmuting similarly. Every two Durability 1, Size 2, Structure 3
points of lethal damage inflicted by the weapon upgrade to a
single point of aggravated damage, and grant the same effects Each of these relics is a clay tablet inscribed with forbid-
experienced by the wielder, cumulative for each point of aggra- den sigils and the twisted visages of fiends.
vated damage. At Speed 0, the foe suffers the Immobilized Tilt Power: A profane tablet contains the power of a single
Utterance, which may be unleashed when read aloud. No

Vessels 215
additional effects from Pillar ratings apply. Higher Tier
Utterances require additional Pillars beyond the activation
VESTIGES
cost. Beings without Pillars instead suffer lethal damage. Vestiges activate automatically without cost in situations
Curse: The blasphemous words taint the area with the resonant with their embedded memories. Otherwise, they
Unhallowed Ground Tilt, and opens the reader to possession follow the same rules for activation as other vessels, costing
by a fiend. The Sekhem level normally required to unleash either 1 Pillar point or 1 Willpower point. The following are
the chosen Tier determines the fiend’s Rank. Mummies example vestiges.
immediately shunt the fiend out into the world. Dark Lantern (•)
UTER Durability 2, Size 1, Structure 3
A single tear cut a streak through the dust on the trapped
Bone Ankh (•) miner’s cheek as the flame flickered its last, the light joining
Durability 1, Size 1, Structure 2 his fellow miners in death.
Morticians attempted to master the Maar-Kherit’s lost Power: (Tenacious) +1 Stamina
art with this bone ankh. Curse: (Hopeless) −1 Resolve. Doubles penalty
Power: When activated, the wearer heals as though seal- underground.
ing the flesh for three turns and can’t bleed out during the Stolen Necklace (•)
scene. Arisen add three turns to the duration when sealing
Durability 2, Size 1, Structure 3
the flesh with Pillars.
Curse: The ankh borrows life from the future to function. The teenager startled as the doors snapped shut. Nobody
For the remainder of the chapter, natural healing times are suspected a thing, but the necklace in the pocket grew
doubled. Arisen may shrug off this curse by sealing the flesh heavier with each step.
without the ankh. Power: (Agitated) +1 Larceny. Gains 9-again effect in
major retail establishments.
Oracle Eye (•••)
Curse: (Guilty) −1 Manipulation. Doubles penalty
Durability 2, Size 1, Structure 3 against security officials.
Easily mistaken for an amulet, this engraved eye is stained
with the blood and ocular humors of seven seers.
Game Ball (••)
Durability 2, Size 1, Structure 3
Power: The wielder gains access to the Clairvoyance and
Omen Sensitivity Merits. Triumphantly holding the ball aloft, the athlete basked
Curse: The character’s eyes turn white, tears of blood in the cheers and adoration of the gathered crowd.
flowing incessantly, and they suffer the Blind Persistent Power: (Proud) +2 Athletics. Doubles bonus in front of
Condition for a chapter following activation. Arisen recover crowds greater than 50 people.
after a scene. Curse: (Competitive) −1 Empathy
Sah of Per-Bast (••••) Stalker’s Blade (••)
Durability 1, Size 2, Structure 3 Durability 3, Size 1, Structure 4
With a twitch, the mummified cat stretches and rises, He stared at the unfamiliar car parked in his ex’s drive.
awaiting her master’s bidding. “It’s over when I say it’s over. If I can’t have you, nobody
Power: When activated, the relic functions as a cat under can.” He drew his knife, slipped in the open window, and
the effects of the Beast Companion Affinity for one chapter. went to his bloody work.
The cat perceives Neter-Khertet and obeys orders perfectly. Power: (Furious) +2 Weaponry. Gains 9-again effect
The undead beast inflicts Sybaris on observers. when targeting loved ones.
Curse: The cat’s mystical bond disrupts social con- Curse: (Jealous) −1 Composure
nections, lowering impression levels by 1 and rendering
it impossible to raise them. Mummies may still improve
impression level.

216 Chapter Four: Laws of the Arisen


Disoriented Compass (•••) Tyler’s Robot (••••)
Durability 2, Size 1, Structure 3 Durability 2, Size 2, Structure 4
Far from civilization, the giggling collegians stripped out “Nobody wants to play with your stupid robot! Or stupid
of their clothes and dove into the bubbling spring. A false you!” The other kids began hurling rocks. Tyler hunkered
smile concealed their guide’s distress. “Have fun!” he called. down, clutching the toy to his chest as he ran away in tears.
“For now,” he added quietly. The compass needle continued Power: (Nimble) +1 Armor, +2 Dexterity. Doubles
spinning wildly. bonuses against children.
Power: (Intrepid) +1 Presence, +1 Subterfuge. Gains Curse: (Lonely) −1 Manipulation, −1 Presence. Doubles
9-again effect in unfamiliar locations. penalties when dealing with peers.
Curse: (Worried) −1 Survival, −1 on rolls to navigate.
If used in the wilderness, the user suffers the Lost Condition.
Fallen Bouquet (•••••)
Durability 1, Size 2, Structure 3
Violated Diary (•••)
The revelry faded as she rushed toward her falling bride.
Durability 1, Size 1, Structure 2
The bouquet tumbled to the ground, forgotten as the perfect
The pages of her open diary rustled in the wind, quietly wedding became the precursor to a funeral.
mocking her. Her friends wouldn’t meet her gaze, their silence Power: (Jubilant) +1 Presence, +2 Socialize. Gains
deafening. “So now you know...” 9-again effect at weddings.
Power: (Candid) +2 Expression. Doubles bonus when Curse: (Mournful) −2 Composure, −1 Wits
revealing a personal secret.
Curse: (Ashamed) 1 negative Social Influence shift, −1
Singing Harlequin (•••••)
Subterfuge Durability 1, Size 2, Structure 3

Father’s Belt (••••) He carefully cradled the coveted doll. “It’s finally mine,”
he whispered, twisting the key. He stepped over the cooling
Durability 2, Size 1, Structure 3
corpse, hurrying toward the door as the haunting music
Tears flowed from the first metallic jingle of the buckle. played.
The pleading began as he cracked open the yellowing pages Power: (Enticing) +1 Composure, +2 on rolls to con-
and began reading, “He that spareth his rod hateth his son...” vince a person to violate their personal morals. Gains 9-again
Power: (Zealous) +2 Intimidation, +1 Resolve. effect while the music plays.
Curse: (Fearful) −1 Composure, −1 Persuasion. Loses Curse: (Obsessive) −1 Defense, −1 Resolve, −1 Wits.
10-again effect against authority figures. If the user obtained the doll through deception or violence,
they suffer the Apprehensive Condition toward it for the
remainder of the chapter.

Vessels 217
218
A riot is the language of the unheard.
— Dr. Martin Luther King, Jr.
Sekhem is life, and the Arisen pick the world clean of it. Upon emergence, Amkhata are damned to an existence of
But what of the scraps? That force ungifted, those bits starvation where their exquisite sense of Sekhem is their most
left uneaten on forgotten temple floors, energy unrestored punishing torture. From beneath layers of Twilight, they sense
to those downtrodden lost to it — it must be reclaimed. The the distorted frequencies of reality where Sekhem resides or has
inheritors of old Irem believe themselves cursed. If only they recently been. They hunt its sources like prey, follow its trails like
knew there are curses far worse than life. meandering rivers, sustain their ephemeral existence off the fumes
like oases. Amkhata sense this Sekhem for a number of miles equal
AMKHATA to the dots held within the particular vessel, multiplied by their
Rank, and many construct permanent nests in these locations to

I rem called them the Eternal Ones, the horrors beyond the
veil. The lion soaring upon falcon’s wings, the cobra-head-
ed bull, the saber-toothed crocodile, the fire-breathing
the despair of those nearby in the material world. Feeding on the
cosmic energy while in Twilight grants the Amkhat 1 Essence per
week up to its maximum.
jackal, the Sphinx. These chimeric amalgamations are blas- When Sekhem spills and there are no extant Amkhata
phemous, anomalistic visages spawned from careless releases to suck up the energy, a new and confused chimeric abomi-
of Sekhem, doomed to a life in Neter-Khertet’s ephemeral nation is born. The process takes approximately one hour to
jungles where continued life is granted to only the fittest complete, after which a Rank 1 Amkhat manifests. Cults use
and those summoned by precious sorcerers. ancient ritual practices to summon Amkhata, but the occult
process is inherently the same, involving shattered vessels to
EMERGENCE AND THE HUNT either pull the creature from Amxaibit (in shadow) to Amxuti
With a crash, relics shatter, unleashing cosmic contents (between horizons), or forge a new Amkhat entirely.
into the ether. The loosed Sekhem needs some place to go, and
without guiding hands or vessels, it seeps into Neter-Khertet MANIFESTATION
and creates life where before there was none. All Amkhata are Amkhata maintain their ephemeral forms by feasting upon
birthed this way, either by accident or ritual, formed piecemeal denizens of Neter-Khertet, from ghosts and shades, to their
by parts and appendages of whichever sacred creatures lay own kind, but Sekhem is the lock and key to manifestation.
dead nearby. Once the consumed Sekhem no longer sustains Most monsters’ singular goal is converting Sekhem into
their physical forms, they return to Twilight in a violent, re- Essence and emerging into material reality. Until they acquire
ality-altering spasm — but they never forget the orgasmic life it, these creatures rove through Neter-Khertet seeking to
they once felt. obtain it, destroying those in their path.

Amkhata 219
Manifestation Roll vestiges constructed for such an occasion, and any extin-
Action: Reflexive guishing of mortal life. The summoning is an extended action
with a number of successes determined by the Storyteller. The
Dice Pool: Power + Finesse + Dots of Siphoned Sekhem – 5 scientists at Last Dynasty International holding the ritual
Roll Results within their million-dollar inverted pyramid installation might
Success: The Amkhat manifests within the day with its only require 3, while the rookie occultist reading through her
current Essence pool. great-grandmother’s private tomes in the basement might
require 20.
Exceptional Success: The Amkhat manifests within the
hour with a full Essence pool. In addition, other narrative Amkhat Summoning Ritual
effects the Storyteller deems appropriate may occur. For Action: Extended
instance, the Amkhat could manifest with an additional
Dice Pool: Determined by Task. Stitching together the
Head beyond its Max Essence, all relics in the area might
corpses of dismembered animals could require Dexterity +
turn to Bane Relics (see p. 239), or all mummies within 100
Crafts, while knowing exactly where and when to hold the
miles might awaken fully aware of the unnatural horror now
ritual calls for Intelligence + Occult.
wrought upon the Earth.
Suggested Modifiers: Assistance from a knowledgeable
Failure: The Amkhat fails to fully manifest, instead ap-
cult (+1), some required symbols or objects are missing (−1
pearing as a spectral monstrosity unable to deal damage or use
to −4 depending on the object), a mortal human sacrifice
abilities. It gains one of its parts (head, body, or limbs) every
is offered (+2), water from a great river such as the Nile,
five minutes until it’s whole, but it’s possible it’ll be a freakish
Amazon, or Congo is poured (+1), a mummy is leading the
amalgamation of six limbs and no body.
ritual (+3), distracting environment (−2), Ammut or a Judge
Dramatic Failure: The Amkhat is torn to pieces by the of Duat disapproves of the ritual (−5).
overpowering Sekhem, leaving behind hundreds of Size 3 crea-
Success: A Rank 2 Amkhat is summoned with a full
tures appropriate to the Amkhat’s parts. They are aggressive
Essence pool. It serves the ritual leader for a week, or until
toward all around them, until they inevitably perish an hour
forced back into Twilight.
later. Alternatively, other more narrative approaches to the
failure may be chosen by the Storyteller. Exceptional Success: A Rank 3 Amkhat desired by the
ritual leader is summoned forth from Neter-Khertet with a
SUMMONING full Essence pool. It serves the ritual leader for as long as it is
provided with a continuous supply of Sekhem.
Amkhat summoning rituals have passed down along lines
Failure: A Rank 1 Amkhat is created, but it serves no
since the first rogue sorcerers of Irem. Few comprehend the
one. While it can’t be tamed, it can be restrained and caged
symbolic and physical requirements for such an ordeal, and
like a wild dog to be loosed upon enemies.
modern mortals who don’t learn the rites from an Arisen or
Shuankhsen master resort to guesswork and improvisation — Dramatic Failure: A wild Rank 4 Amkhat is summoned
a dangerous combination. against its wishes, without its knowledge, or in another manner
leading to its revolt against its calling. It attacks everyone
Blasphemed symbolism and unhallowed architecture are the
nearby until it is destroyed and thrust back into Twilight.
cornerstones of the ritual. Inverted pyramids and once-breath-
taking tombs now marred and coated with pungent spray paint
are blatant methods of this profane reversal, but any location
THE HOURGLASS
now used for a purpose contrary to its morally pure original Mortals have long used Amkhata as devastating weapons
intention, counter to its virtuous design, will do the trick. The in war, but this manifestation is impermanent. All Amkhata
defunded and abandoned children’s hospital where narcotics face a ticking clock the moment they achieve material form.
now exchange hands, the behavioral health center converted For every day of manifestation, Amkhata must spend
to a for-profit prison, the burial mound breached and looted 1 Essence per Rank of the creature. When their Essence
decades previously, the indigenous holy city burned to ashes pool is depleted, they spend one Corpus per day until it
during the War of 1812 — irreverence toward the sacred sty- too dissipates completely and they return to Twilight.
mies the frequencies of Twilight, which many Amkhata perceive This transference replenishes their Essence pool entirely,
in the same way they do spilled Sekhem. though they can’t manifest until they obtain more Sekhem.
From there, traditional Iremite mutterings propel these Reversion to a Twilight state holds severe ramifications
rituals toward success; objects from the Nile River Valley, on the environment — whenever an Amkhat “dephases”

220 Chapter Five: Immortal Foes


RANK
Ephemeral at their core, Amkhata possess Rank just like
Amkhata Breeding? ghosts and spirits. This trait determines the creature’s Essence
available to progress their creation, starting Attribute points,
The arduous nature of Neter-Khertet means the monster’s classification at Last Dynasty International, and
Amkhata breed as quickly as they are destroyed some other traits.
by the realm’s other denizens. In addition, the
creatures reproduce by mitosis, expending all but ATTRIBUTES AND TRAITS
1 Essence to create two Rank 1 Amkhata. Because
breeding impairs their own survival within Twilight, Amkhata use simplified Attributes (Power, Finesse, and
many Amkhata remain in the safety of their nests, Resistance) and other traits much like ghosts and spirits,
feasting only on those venturing too close including corresponding Speed (greater of Power or Finesse
+ Species Factor), Initiative (Finesse + Resistance), Size (de-
termined by Rank), Willpower (Resistance + Composure),
Defense (lower of either Power or Finesse), and Corpus
(Resistance + Size).
back to Neter-Khertet, the surrounding area suffers the
Amkhat’s Curse Tilt (see p. 361). If the Amkhat consumes • Power represents the raw ability of the Amkhat to
a Sekhem source while manifested, their Essence pool is manifest itself into the material world, and to manipu-
replenished entirely. late its surroundings once through the veil. Use Power
for rolls requiring Strength, Intelligence, or Presence.
Outside of consuming more Sekhem, Amkhata devour
mortals to preserve their manifested forms. The Amkhat gains • Finesse represents how clever the Amkhat is when
1 Essence toward its maximum for each mortal human heart control of emotions is required. Use Finesse for rolls
it consumes. Sphinxes and other manipulative, quick-witted requiring Dexterity, Wits, or Manipulation.
Amkhata coerce brainwashed humans to bring them vessels
and sacrifices, allowing them their physical form indefinitely. • Resistance represents how easily the Amkhat evades
attacks or otherwise avoids harm. Use Resistance for
THE SICKNESS rolls requiring Stamina, Resolve, or Composure.

Amkhata construct abhorrent nests in locations of Sekhem • Amkhata rarely ever use Skills, but the Storyteller
sources, sustaining their Essence on its fumes, and waiting for should use the appropriate Attribute when it makes
some foolish mortal to break the vessel in question. When sense.
nests remain in certain areas for over a decade, the fabric of
Twilight becomes distorted in the ancient tomb, dusty attic, or ESSENCE
underground lair they’ve chosen, and actions taken in Neter-
Khertet begin to affect the material world. The Unhallowed Rank indicates the maximum Essence an Amkhat con-
Ground Tilt (see p. 369) commonly manifests in such an tains in its pool before consuming other Amkhata, ghosts, or
area. Chairs topple when an Amkhat fights or breeds, and the ephemeral beings within Neter-Khertet. Points up to this Max
massive footsteps of the alpha reverberate off physical walls Essence are spent during creation to add the various Heads,
and down spiral staircases. Mortals in the area often gain the Bodies, and Limbs to the creature, and Essence is spent from
Sybaris Condition (see p. 359), and most conclude the nested the pool to sustain their manifested forms in material reality,
area is haunted or cursed. Believing the mysterious ancient or use powers.
relic located there to be the cause of such events, mortals
often destroy the object, unleashing the Sekhem within, and SIZE AND LDI CLASSIFICATION
giving the Amkhata exactly what they want. All Amkhata differ. Even those created from the same parts
display variations in color, supernatural aura, and size. With some
CREATING AMKHATA difficulty and generalization, Last Dynasty International scientists
classify them into two groups — Lesser and Greater. These two
Amkhata have Heads, Bodies, and Limbs, all of which
subdivisions of Amkhata determine their size and complexity
make up its form and determine its Attributes, traits, Dread
of form and evolution. Lesser Amkhata are recently created,
Powers, behavioral features, and other Special Qualities.
unevolved, oftentimes working in packs to survive in the wilds

Amkhata 221
Evolution
Amkhata are born into cannibalism, their only path up the ephemeral food chain being the destruction and
consumption of other creatures within Twilight, increasing their Rank by 1 with each more powerful entity
devoured. As an Amkhat’s Rank and Max Essence increases, it may spend the available essence on new
parts or Dread Powers — unnatural powers used to destroy or manipulate the world and people around it.
Amkhata never surpass a Titanic Essence Pool of 50, even if they are formed unnaturally through occult
summons, but that hasn’t stopped the more reckless scientists and Shuankhsen Cults from trying. If the oper-
ation gained the cooperation of a powerful Sphinx, or if a small hamlet is destroyed for the effort, or all of
Manhattan Island — who knows what could emerge from such a sacrifice to the monsters of Neter-Khertet?

Rank Attribute Dots Trait Limits* Max Essence Size LDI Class
1 5-8 5 dots 10 1-2 Lesser
2 9-14 7 dots 15 3-4 Lesser
3 15-25 9 dots 20 5-7 Greater
4 26-35 12 dots 25 8-10 Greater
5 36-50 15 dots 50 18 Titanic
* These represent permanent dots, neither temporarily-boosted ones, nor including bonuses provided by Amkhat
Bodies.

of Neter-Khertet. The Greater are deemed fittest to dominate guarding the relics there like oases beyond the veil. They keep
Twilight, or are pulled into being by mortal cults and their sorcerers. to this task because it’s all they can do. They are simple-minded,
Little evidence exists of Titanic Amkhata, though many but their knack for using brash means to justify brutal ends is
sorcerers and scientists speculate. Only vague recordings in unrivaled. These destructive loners, volatile bruisers, and raging
ancient scrolls, terrifying visages engraved into stone relics, terrors of Twilight are the sorcerer’s greatest servant, the immor-
and the ruined remains of modern estates point to these tal’s most lethal weapon, and the Judge’s most feared messenger.
huge monstrosities. Iremite worshippers allegedly viewed Essence Cost: •
these gargantuan creatures as demigods, who viewed them as Dread Powers: Expression Surge
mere insects in a mortal reality with which they were rarely
Attack (Bite): 1(B) for Lesser, 3(B) for Greater
concerned.
Attack: (Horn): 1(L) for Lesser, 2(L) for Greater
THE HEAD Special Qualities (Brash): Abara manifest instantly and
violently, breaking through the frequencies of Twilight to
An Amkhat’s Head determines the creature’s Dread obtain the sweet fruits of life. Whenever they manifest, the
Powers and attacks inherent to their vicious horns or gaping Amkhat’s Curse Tilt applies to the entire area, and the first
maw. These attacks are always Power + Finesse. In addition, effort to strike them is rolled at −3.
Special Qualities and information relevant to the Amkhat’s
nature, behavioral patterns, and instincts are provided.
AURU, THE NILE-HEADED
ABARA, The Nile-Headed Amkhata bear the visage of the hip-
THE BRAZEN-HEADED popotamus, the South American caiman, or Egypt’s sacred
crocodile, spending their placid existence conserving energy
Abara bear the visage of the bull, rhino, and broad-tusked and Essence in the meandering Rivers of Neter-Khertet, before
warthog, roving through the barren frequencies of Twilight, lashing out into the physical world to drag unsuspecting prey

222 Chapter Five: Immortal Foes


into Twilight for feasting. They rarely stray far from the rivers,
where Essence seems to flow more freely between worlds. MENQI,
Essence Cost: • THE SERPENT-HEADED
Dread Powers: Drag Under
Serpents litter Egyptian mythology, and even the Iremites
Attack (Bite): 1(L) for Lesser, 2(L) for Greater
deified them. The black asp, the naja cobra, and the Persian
Special Qualities (Conservant): Auru expend Essence at horned viper all potentially manifest as the Menqi’s visage. The
half the normal rate, and regain it back at double the speed if Serpent-Headed thrive in the shadows, especially mountainous
near a freshwater source. ranges, and Arisen tombs populated by glowing relics. Some
Arisen have found ways to summon, capture, and tame the
HEPU, Menqi to serve as eternally loyal guardians of their resting places.

THE JACKAL-HEADED Essence Cost: ••••


Dread Powers: Hypnotic Gaze, Venom (••)
The Hepu, appearing as desert wolves, jackals, and foxes, Attack (Bite): 1(A) for Lesser, 2(A) for Greater
hunt in groups along the plains of Twilight, seeking out unsus- Special Qualities (Lunging Strike): With exceptional
pecting ghosts and vessels of Sekhem present in the world of the successes on a Manifestation Roll, Menqi gain one free bite
living. The strongest of their kin make up the pack, eating the attack upon entering the material world, dealing twice the
runts for vital Essence. Through cunning minds Hepu packs plot aggravated damage and propelling the target 10 feet per Rank,
their manifestations and work together to survive and thrive. grappling their target.
Essence Cost: ••
Dread Powers: Beastmaster PAKHU, THE CAT-HEADED
Attack (Bite): 1(L) for Lesser, 2(L) for Greater
Special Qualities (Pack Hunter): The Hepu gain +1 Pakhu appear with heads of lions, cheetahs, leopards, and
to all rolls for each other Jackal-Headed Amkhat or related hyenas, all of which wield vicious, saber-toothed maws used to
beast within 30 yards up to a maximum of +3. Up to 3 Hepu guard the boundaries of Neter-Khertet. The land of Anpu is
can manifest with a single Manifestation Roll. plagued with lost ghosts, Shades, and some fiends, none of which
belong in the eyes of the Cat-Headed. These custodians of Duat’s
outskirts are found throughout Neter-Khertet, and are known for
KHESPU, their unnatural effect on both Twilight and the material world.
THE SWARM-HEADED Essence Cost: ••••
Dread Powers: Ravenous Feasting
These ravenous beasts puke the Essence they consume Attack (Bite): 2(L) for Lesser, 2(A) for Greater
from insectoid maws, building nests and hives from the sticky
bile in the deepest cavernous recesses of Neter-Khertet. The Special Qualities (Telepathy): The Cat-Headed are
wretched fumes pouring from these festering breeding cham- not wise, but speak basic words like help, hunt, kill, or seek
bers open strange wounds in the walls of reality, tunnels to telepathically to any within 100 yards. In addition, wherever
other worlds even beyond material. a Pakhu remains for longer than a day, mortals in the area
gain the Sybaris Condition.
Essence Cost: •••
Dread Powers: False Ka, Ravenous Feasting
Attack (Bite): 2(B) for Lesser, 1(A) for Greater SPHINX,
Special Qualities (Fester): The locations of their nests THE HUMAN-HEADED
become wounds, loci, or other tears in the fabric of reality,
allowing a +1 to all rolls to traverse between realities (includ- Few humans master control over the most notorious
ing the material world, Neter-Khertet, Shadow, and other Sphinx, and those who succeed rarely do so for long. They
appropriate places) for each year the nest has been present reach out to humans in visions, dreams, or directly after man-
up to a maximum of +3. ifesting, always speaking in riddles, mysteries which seem to
make sense to those mortals subjected to them for long enough
periods of time. The Sphinx use human wits and language to

Amkhata 223
manipulate those around them to do their bidding, discarding
the remnants when they’re finished. CROCODILE’S BODY (SU)
Essence Cost: •••••
The Su are armored visages of the sacred predator of the
Dread Powers: Enrapture, Maze of Lost Souls
Nile, and of the Egyptian god, Sobek. Although slow-moving,
Attack (Bite): 1(B) for Lesser, 2(B) for Greater they are especially difficult to destroy.
Special Qualities (Dream Visitor): Once per day, the Essence Cost: ••••
Sphinx can infuse a mortal or mummy with a vision or dream,
Attribute Alteration: +1 Power, +1 Resistance, −1
filling it with symbolic imagery that progresses its own will.
Finesse
All rolls to manipulate those affected in this way gain +2.
Species Factor: 3
Dread Powers: Armor (••••), Camouflage (•••)
UTCHEFU, THE SKY-HEADED
Utchefu bear the visage of falcons, owls, vultures, and FALCON’S BODY (HERASU)
other birds of prey hunting and sustaining their Essence in
the volatile Ashen Storm of Neter-Khertet. The winged circle The Herasu would be easy for Arisen to obliterate were
the swirling dust in defensible flocks looking for ghosts caught it not for their exceptionally agile forms. The falcon-bodied
in the reality-bending gales, while the earth-bound feed on Amkhata gain the Falcon’s Talons and Wings limbs for free.
the weary and fallen at the bottom. The Utchefu conserve Essence Cost: •••
Sekhem for when they need it the most, acting as a living
Attribute Alteration: +2 Finesse, −1 Resistance
vestige (•••) which it can activate once per story to manifest
or replenish its Essence. Species Factor: 7
Essence Cost: ••• Dread Powers: Prodigious Leap
Dread Powers: Godly Vision (•••)
Attack (Bite): 2(B) for Lesser, 2(L) for Greater HIPPOPOTAMUS’ BODY
Special Qualities (Ashen Entrance): Utchefu gain +2 (AMMU)
to Manifestation Rolls when emerging from inside the Ashen
Storm, strewing the dust and ash into the area where they Blessed (and cursed) with the visage of the Devourer,
manifest. In addition, they may emerge from the sky, dropping Ammu-bodied Amkhata are large and powerful, trampling
on a target in the material world. and destroying with abandon until a depleted corpus destroys
the monsters outright.
THE BODY Essence Cost: ••••••
Every Amkhat is constructed around a framework — a Attribute Alteration: +3 Power, −1 Finesse, +2
Body which determines how well they interact with material Resistance
reality as represented by their Attributes.
Species Factor: 5
Dread Powers: Destructive Aura (••), Cosmic Detonation
BULL’S BODY (AHASU) (•••), Armor (•)

The Ahasu are burly bruisers, destructive machinations


wrecking their foes as handily as they do their surroundings.
JACKAL’S BODY (SABASU)
Essence Cost: ••
Silent and stealthy, the jackal-bodied Amkhata are especially
Attribute Alteration: +2 Power, −1 Finesse quick and difficult to perceive, even right in front of a mummy’s face.
Species Factor: 3 Essence Cost: •
Dread Powers: Destructive Aura (•••) Attribute Alteration: +1 Power, +3 Finesse
Species Factor: 7
Dread Powers: Reality Stutter

224 Chapter Five: Immortal Foes


LION’S BODY (MAASU) THE LIMBS
Limbs often allow for additional attacks, and always pro-
Deft and swift, the Maasu are agile enough to position vide Special Qualities appropriate to their nature. If no more
themselves near an enemy only when they wish to attack, and spendable Essence is available for the Amkhat, its limbs match
leap out of the fight when the going gets tough. those appropriate to its Body or are absent as per the Serpent’s
Essence Cost: •••• Body. However, they are merely ephemeral manifestations
chiseled onto reality, not actual limbs capable of Extra Attacks
Attribute Alteration: +2 Power, +2 Finesse
or Special Qualities.
Species Factor: 8
Dread Powers: Prodigious Leap, Catlike Reflexes
FALCON’S TALONS
SERPENT’S BODY (TETASU) The claws of the falcon, vulture, and hawk rend and
violently carry unsuspecting victims.
The Tetasu’s form is soft and slow, but ensnares and Essence Cost: •
constricts the life out of any enemy.
Extra Attack (Talons): 1(B) for Lesser, 2(L) for Greater
Essence Cost: •
Special Qualities (Swift Catch): This Amkhat’s speed is
Attribute Alteration: +2 Finesse, +2 Resistance increased by 2, and when accompanied by the Falcon’s Wings
Species Factor: 2 Limb may carry enemies equivalent or lesser in size away into
Dread Powers: Camouflage (••), Constrict the sky for a number of turns equal to its Rank.

Amkhata 225
FALCON’S WINGS SCORPION’S LIMBS
This Amkhat soars with the beating wings of a falcon, This horrifying Amkhat bears a scorpion’s eight legs, two
hawk, or vulture. pincers, and looming stinger.
Essence Cost: •• Essence Cost: •••
Special Qualities (Flight): With double its Speed in flight, Extra Attack (Sting): 1(L) for Lesser, 2(A) for Greater.
the creature can use a turn to take off, gain altitude, circle, The successfully struck target gains the Poisoned Tilt (mod-
land, and utilize any other like quality of a mobile bird of prey. erate for Lesser, grave for Greater).
Special Qualities (Grasp): Successes in grappling become
exceptional successes, and up to 2 mortals within reach of the
HUMAN EXTREMITIES Amkhat can be grappled with +2 dice.

This Amkhat is blessed with agile limbs and opposable DREAD POWERS
thumbs, allowing it to use tools, or indicate desires using
hand-gestures. Dread Powers are supernatural powers inherent in the
myriad appendages of the Amkhata and in the might of the
Essence Cost: •••
godlike Judges. For Amkhata, they are added as the other
Extra Attack (Fists): 1(B) for Lesser, 3(B) for Greater parts, increasing the Essence pool up to its maximum. All
Special Qualities (Opposable Thumbs): The Amkhat Amkhata begin with the Fiendish Resilience and Unbelievable
can manipulate items and utilize tools in accordance with Visage Dread Powers.
its intellect and ability, often grappling foes during fights or Many of the descriptions for the Dread Powers listed below
stealing away relics in hands or underneath arms. don’t have dice pools assigned to them; tailor the pool to the
Amkhat using the power. Consider how their Heads, Bodies,
Limbs, and disposition would affect the way the power manifests.
JACKAL’S PAWS
Silent and stealthy, this Amkhat’s doglike paws are near ARMOR (•
(• TO •••••
•••••))
impossible to trace.
Essence Cost: •• Covered in crocodile’s flesh, the thickened hide of a hip-
Extra Attack (Claws): 1(L) for Lesser, 2(L) for Greater popotamus, scorpion’s carapace, or some other supernaturally
Special Qualities (Untraceable): This Amkhat leaves
no tracks, no matter the terrain. It can be followed via other
means — scent, echolocation, destroyed surroundings, or
other powers — but not by its paws.
Other Amkhata Parts?
The appendages listed here are merely those
GREAT CAT’S CLAWS most commonly recorded by Last Dynasty
International. The possibility of Amkhata created
This Amkhat wields the legs and claws of a lion, cheetah, from other parts — criollo horse, tarantula, owl,
or panther. catfish, and even extinct animals — has been
postulated by those with extensive experience in
Essence Cost: •••
the matter, and shaken witnesses swear a con-
Extra Attack (Claws): 1(L) for Lesser, 2(L) for Greater. dor-headed jaguar tears limbs from those delving
Special Qualities (Rend): Wounds delivered by Great too far into the caverns around Cusco.
Cat’s Claws bleed and bleed, dealing 1 additional lethal dam- In game terms, the Storyteller can freely swap
age per turn until natural or supernatural medical attention in new animals for those listed in a narrative fash-
is provided. ion depending on the region or tone they desire.

226 Chapter Five: Immortal Foes


thickened skin, this Amkhat gains an armor rating equal to moves at full speed, characters trying to see, hear, smell, or
the dot rating of this power. otherwise perceive the creature suffer −1 to Perception rolls
per dot in Camouflage.

BEASTMASTER
CATLIKE REFLEXES
The creature has mastery over the lesser beasts of Twilight.
By spending 1 Essence, it conjures up a swarm of small This Amkhat moves with the grace of the lion and panther,
ephemeral animals or lesser ghosts appropriate to its nature, dodging weaponry and other assaults with +2 to Defense and
which obey its commands and with which it communicates no penalties for multiple attackers. Exceptional successes
clearly. Spending 4 Essence summons a Rank 1 Amkhat once become normal successes when attacking it.
per scene.

CONSTRICT (• TO •••••)
BREATH ATTACK (• TO •••••)
This Amkhat grapples, squeezes, and chokes the life out
The Amkhat spews forth fire, lightning, acid, blistering of its victims. After a successful attack, the creature grapples
sands, or other appropriate elements from its maw at a target and constricts them on a Power + Finesse roll vs. the target’s
within line of sight. Dexterity + Resolve, dealing 1(L) per point in Constrict until
Cost: Equal to the number of dots in this Dread Power. the grapple is broken or the target perishes.
Action: Instant
Dice Pool: Power + Breath Attack COSMIC DETONATION
Effect: Each dot of Breath Attack applies to direct damage,
extended damage, armor, or Defense evasion, mixing the The Amkhat stores additional Sekhem inside itself when
effects as the Storyteller desires. The weapon’s range is equal it manifests. When its corpus is depleted, instead of going to
to 10 feet per point in Breath Attack. Twilight, it explodes into volatile Sekhem, dealing 3(A) to
Direct damage: Add dots as damage to the attack. anyone within 20 yards and releasing 3 Sekhem into Twilight
Extended damage: The attack causes two damage per point much like a shattered vessel.
in Breath Attack for an equal number of turns on the target
and environment as the Storyteller sees fit.
DESTRUCTIVE AURA
Armor or Defense evasion: One point negates either armor
or Defense; two dots negates both.
(• TO •••••)
Roll Results The Amkhat’s flailing, powerful form does damage to
Success: The attack hits causing lethal damage its surroundings as well as its enemies. When attacking, the
appropriately. creature deals bashing damage equal to its Destructive Aura
Exceptional Success: The attack hits causing aggravated to anything and anyone within 3 yards of it.
damage appropriately.
Failure: The power fails to strike the target, but any
extended damage applied is done on the surrounding
DRAG UNDER
environment.
This Amkhat emerges into material reality and recalls itself
Dramatic Failure: The power fails and cannot be used
near instantaneously, dragging mortals into Neter-Khertet to
again during the scene.
feast on their Essence. After spending 2 Essence, it rolls Power
+ Finesse vs. the target’s Dexterity + Composure.
CAMOUFLAGE (• TO •••••) Success: The Amkhat drags the mortal into Neter-Khertet
to feast on its flesh, and unless the target’s companions wit-
The Amkhat may hide itself when in a dim-lit area or nessed the event, they are none the wiser.
place appropriate to its concealing nature. Unless the Amkhat

Amkhata 227
Exceptional Success: The Amkhat pulls its target and of animals, or pluck an eye out and leave a bloodied organ be-
any other single mortal within 10 feet underneath, applying hind to observe. Using this ability requires the expenditure of
the Amkhat’s Curse Tilt to the area. 1 Essence or Willpower point per hour. The creature remains
Failure: The Amkhat latches onto a limb of the targeted aware of its surroundings while observing.
mortal, but cannot fully return to Neter-Khertet until three
turns have passed. During this period, the target may escape
from the Amkhat’s clutches with assistance from friends, or FALSE KA
by amputating the appendage, but the Amkhat never lets go
willingly. Evolution or wretched sorcery has infused this creature
Dramatic Failure: The Amkhat misjudges its power or the with the swarm. Instead of blood or ephemeral matter, bees,
target’s location, emerging only partially into material reality. wasps, locusts, or other small, flying vermin appropriate to this
Half its body is missing, the stump where it should be bleeds Amkhat’s nature crawl through its veins and arteries, ready
profusely, and it barely survives the day with only its Head to to feast on the flesh of the unwary. Whenever the Amkhat’s
defend it before returning to Twilight. If it’s destroyed during Corpus reaches half its maximum rounded down, or whenever
this time, it’s destroyed forever. it spends 3 Essence, the monster’s flesh splits and peels back,
unleashing the swarm, dealing 1(L) per turn on any targets
within 5 yards, and inflicting the Swarm Tilt on anything
ENRAPTURE within 15 yards, with a maximum number of Tilt Factors equal
to its Rank. If the Amkhat remains in the same area within
material reality for a full day undisturbed, the location gains
By spending 4 Essence, the Amkhat convinces a number
the Deadly Swarm Tilt Factor.
of mortals equal to its Rank to do its bidding for a number of
days equal to its current Essence rating (minimum 1). After
a successful Power + Rank vs. Resolve, the mortal enters a
trance-like state, gathering humans as prey for the creature,
FIENDISH RESILIENCE
or retrieving relics and the like. During this time, the mortal
understands all Iremic the Amkhat speaks, and easily trans- Shielded by its own legend, this creature fears only the
lates engravings in ancient tongues. Mortals closest to them Timeless. Unless from nuclear weapons or certain relics,
undoubtedly notice this power’s influence, and they might this creature suffers only one bashing from wounds inflicted
seek professional help, restrain, or even kill their friend or by mortals, no matter how successful the attack. Sekhem-
family member. Destroying the creature is the only other way infused beings inflict lethal damage normally with all attacks.
to break the effect, unless it spends Essence beyond what is Supernatural attacks from other entities inflict lethal damage,
needed to continue control. but mundane attacks inflict one bashing. All sources of ag-
gravated damage affect it normally.

EXPRESSION SURGE FLAYING WORD


(• TO •••••)
The creature inflicts a single point of lethal damage on a
The Amkhat forcefully expresses itself deeper into manifes- successful social roll targeting another character. Inflicting no
tation, surging potent energy into one of its three Attributes. pain, the damage may not be immediately noticed as it causes
By spending Essence equal to its Expression Surge, it boosts skin to slough off and flesh to abrade away.
an Attribute equal to its rating for the remainder of the scene,
affecting derived traits accordingly. If the Amkhat’s Essence
Pool fully depletes from using this power, it jolts back to GHOST TOUCH
Twilight at the end of its next turn, no matter its Corpus.
The creature can touch and attack entities in the ghostly
EYE SPY frequency of Twilight.

The creature has a specific form of remote viewing; it may


be able to see through surveillance cameras, view from the eyes

228 Chapter Five: Immortal Foes


Although the creature’s actual Size and any derived traits such
GODLY VISION (• TO •••••) as Health remain constant, it acts as if its Size were anywhere
between Size 1 and Size 100, allowing it to pass through tiny
The Amkhat sees the material world clearly even from gaps or reach the top of a skyscraper in a single step.
Neter-Khertet, allowing it to hunt for seeping relics and
unguarded mortals safely. It spots vessels at increased range
equal to 1 mile for every dot in Godly Vision, and sees the LEGION
Sekhem inside both vessels and Arisen through walls and
other surfaces up to the same range. The creature comprises a number of large but independent
components acting in concert. It does not follow the rules
for acting as a swarm, but is capable of splitting itself across
HUSK PUPPET various points within a scene, and can move through an area
(JUDGES ONLY) bypassing obstacles to its true Size as long as its component
parts can find passage.
As an Instant action, a successful Power + Finesse roll versus
the victim’s Resolve + Stamina, slays a mortal human at a touch,
rendering their body a puppet for its will, using the same traits MANGLE
and attributes as a Lifeless Thrall (see p. 134). The creature may
control up to its Power in marionette humans in this way. Once per turn, when the creature inflicts damage with
its attacks, it can spend a point of Essence or Willpower to
also inflict the Arm Wrack or Leg Wrack Tilt on the victim.
HYDRA
This Amkhat has a second Head, and gains the Feign MAZE OF LOST SOULS
Strike Special Quality. (SPHINX AMKHATA ONLY)
Essence Cost: The same cost as the Head chosen.
Special Quality (Feign Strike): One head feigns an The Amkhat twists reality into a surreal labyrinth, surg-
attack while the other strikes. Roll Power vs. Composure to ing through both sides of Twilight. By spending 3 Essence, a
gain a surprise attack, or use one Dread Power granted by the 100-yard area bears the mirage-like terrain of Neter-Khertet,
Amkhat’s Heads without spending the required Essence. In such as winding rivers, blinding sandstorms, lost ghosts, and
addition, the Amkhat sees in all directions at once, allowing the jagged mountain passes of Bakhu and Manu. Structures
no way to sneak up on it outside of supernatural means. affected combine these features with a mess of tangled corri-
dors and rooms leading back on themselves. The effect lasts
for an hour, during which anyone other than the creature
HYPNOTIC GAZE attempting to move through the area must succeed at a Wits
+ Composure vs. the creature’s Resistance each time they
attempt to leave or progress through it to somewhere specific;
This charming and beguiling Amkhat wields the ancient
if they fail, they simply get more lost. Ghostin the area auto-
powers of manipulation or bears the eyes of a serpent-god.
matically fail this roll. Used during a mummy’s Death Cycle,
When meeting the target’s eyes, it spends 2 Essence and rolls
the Amkhat appears as a vague shadow of Anpu, drawing the
Power + Finesse (or other appropriate attributes) contested
Arisen away from their true goal.
by the target’s Composure. If successful, the target gains the
Madness or Terror Sybaris Condition, or narrative effects the
Storyteller deems appropriate. MIRAGE (JUDGES ONLY)
IMPOSSIBLE PROPORTIONS As an Instant action, the creature spends a point of
(JUDGES ONLY) Essence or Willpower to create an illusory copy of itself any-
where that it can currently perceive. The mirage acts on the
creature’s Initiative, can act independently of its creator, and
The creature’s proportions do not obey the laws of physics, can relay the creature’s voice. It also serves as an origin point
and the notion of perspective breaks down in its presence. for appropriate Utterances, rather than the creature itself.

Amkhata 229
Breaking line of sight with the mirage causes it to collapse
immediately, as does any sort of damage. UNBELIEVABLE VISAGE
Amkhata are impossible for human minds to justify log-
MONSTROUS RESILIENCE ically. Mortals beholding one lose 1 Willpower and make
a Willpower roll with failure giving them the Madness
The creature is incredibly sturdy, shrugging off grievous Condition. Arisen viewing an Amkhat make a Willpower roll
wounds. When it suffers a physical Tilt it may spend 1 Essence with failure costing 1 Willpower.
or Willpower as a reflexive action, ending the Tilt immediately.

VENOM (• TO •••••)
NATURAL WEAPONS
(• TO •••••) The Amkhat injects its enemies with poisonous excretion.
Even Arisen are not immune to this supernatural venom, and
Amkhata manifest with vicious maws, rending claws, mummies affected by it lose nearly all magical semblance of
eviscerating horns, and other formidable natural weaponry, their human sahu.
whose attacks are already represented by the monsters' limbs Action: Instant and contested
and heads. This particularly brutal Amkhat adds to these Dice Pool: Power + Rank vs. Stamina + Sekhem
attacks a weapon modifier and armor piercing quality equal
Roll Results
to the number of dots in this Dread Power. If the creature’s
natural weaponry includes a bite, it doesn’t need to establish Success: Poison is successfully injected into the victim,
a grapple first. imposing a moderate Poisoned, Drugged, or other appropri-
ate Tilt in affected Arisen, and a grave version of the Tilt in
affected mortals. This lasts for a number of turns equal to the
PRODIGIOUS LEAP Amkhat’s Venom.
Extraordinary Success: After applying the success, the
The creature makes great, bounding leaps. By spending 1 Amkhat regains the Essence spent on this power.
Essence, it jumps to the top of a four-story temple, or across Failure: The power fails.
a six-lane highway (or the equivalent distance). Dramatic Failure: The power fails and the victim is im-
mune to Venom for this scene.
RAVENOUS FEASTING EXAMPLE AMKHATA
(• TO •••)
The Amkhat devours its prey quickly and violently. After a THE REVENANT
successful bite attack, it may make additional free bite attacks
up to its Ravenous Feasting. It started with the guards; those keepers of keys.
Josiah was the first. The thing downstairs didn’t realize
REALITY STUTTER how much he had to lose. His house, family, backyard, patio,
industrial-strength pressure washer — his life. It wouldn’t
have mattered. The thing needed him. One after another, cell
The creature’s presence sets reality stuttering and convuls- doors opened in the night, and Josiah guided the prisoners
ing, allowing it to flicker from place to place. By reflexively through a maze-like labyrinth of surreal cell blocks and wards
spending 1 Essence when it moves, the creature translocates until finally they reached the old execution chamber, buried
itself to any location it can see up to its Speed in meters away, under layers of concrete and piles of bureaucratic paperwork.
seeming to observers to just spasm in and out of reality as it
goes. Doing so adds +2 to its defense for the turn. The deal was simple. The brainwashed guards would free
the prisoners to retrieve relics for the Revenant, and in return
the prisoners would fall asleep at night to dream of wholly
realistic lives with friends and family, beyond the confines
of the penitentiary. Multitudes of prisoners now worship

230 Chapter Five: Immortal Foes


the Revenant freely while controlled guards allow them free The Leviathan emerged, the mortal sacrifice binding it to
passage when the warden is not present. Soon, the warden Dr. Trombly’s will.
himself will be enslaved by the thing downstairs, and the next At once, its mission was provided — the breaching of
prison will follow. Arisen tombs. Nothing too drastic, of course. Cultists should
Description: The Revenant has the body of a serpent, be killed in the effort, but the Amkhat should only endanger
molded fluidly with the head of a human woman. Its lair is itself enough to draw the waking Deathless back to their
displayed on forgotten blueprints secured in the warden’s headquarters to be imprisoned, studied, and used for the Rite
upstairs safe. In its center is an old electric chair, used to of the Golden Vial (see p. 276).
sacrifice mortals to the Revenant and to supercharge the Description: The Leviathan bears the head of a jackal,
Amkhat’s own abilities through Twilight. body of an Egyptian vulture, and the limbs of a lion.
Storytelling Hints: Local independent reporters grow Storytelling Hints: The Leviathan is powerful, but only
interested in the goings-on at the for-profit prison, surrounded attacks with full strength when it feels cornered. It commits
by rumors of mysterious disappearances, memory loss exhibited to a fight only long enough to be chased back to its Last
by guards and their families, and prisoners seen walking the Dynasty masters, relying on mobility and paralyzing venom
streets in broad daylight only to be behind bars the next day. to antagonize its foes. It flees when wounded, and is easily
The Revenant’s actions even catch the notice of a Maa-Kep traced back to its source.
cultist posing as a guard for a nearby prison.

Attributes: Power 12, Finesse 14, Resistance 10


Attributes: Power 7, Finesse 5, Resistance 6
Rank: 4
Rank: 3
Essence: 18
Essence: 11
Corpus: 18
Corpus: 10
Willpower: 4
Willpower: 4
Aspiration: Spurring of retaliation by local
Aspiration: Permanent Life Deathless for its masters
Initiative: 11 Initiative: 26
Defense: 5 Defense: 12
Speed: 14 Speed: 33
Size: 4 Size: 8
Attacks: Bite (1B) Attacks: Bite 2(L), Claws 2(L)
Dread Powers: Constrict, Enrapture, Hypnotic Dread Powers: Beastmaster, Breath Attack (••••),
Gaze, Maze of Lost Souls Ravenous Feasting (••), Reality Stutter, Venom (••)
Special Qualities: Dream Visitor Special Qualities: Pack Hunter, Rend, Swift
Catch

THE LEVIATHAN THE EPHEMERAL DEAD


Bright orange buckets of fresh water from Nile banks
loosed along the floor of the inverted pyramid, and the dis- A mkhata are far from the only entities lurking in Neter-
Khertet. Bound by their passions, ghosts, echoes of mortal
lives, haunt the living world or descend into the Underworld.
membered carcasses of a jackal, falcon, and lion removed
from portable freezers. Dr. Trombly laid the parts upon an Shades, strange shadowy entities thirsting for blood and
altar. He placed a meteorite in the falcon’s chest, muttering Sekhem, lurk in the Ashen Storm, slowly drifting toward Duat.
something low under his breath, and scorched the ball of
scrawled papyrus in a Bunsen burner. It was all so steady and EPHEMERAL TRAITS
patient up to the end. Every stone laid, every glyph engraved, As ephemeral entities, ghosts and shades share many traits
every chant uttered, but in those final moments, there was in common with Amkhata.
only horror, and sacrifice.

The Ephemeral Dead 231


RANK direct sunlight suffer Essence Bleed, losing 1 Essence each
hour. Entities losing their last point this way suffer 1 lethal
Ephemeral entities possess Rank reflecting their power damage, and enter hibernation. Aggravated damage strips
and awareness, which serves as a Supernatural Tolerance away 1 Essence per point. An entity may spend Essence to
trait. Ghosts begin with Rank 1 or 2, and must drink from boost Attributes for the remainder of the scene at a point-per-
an Underworld river to increase it. Shades begin with Rank dot, raising no single Attribute by more than Rank + 2 dots.
1 or 2, increasing it by consuming Sekhem on a 1 for 1 basis,
Ghosts regain 1 Essence by spending a day near their
usually wrested from mummies experiencing death cycles.
Anchors, regaining another when remembered as a living
person by a mortal. Shades regain 1 Essence by spending a
ATTRIBUTES AND TRAITS day without exposure to light brighter than candlelight. Shed
Ghosts and shades use Power, Finesse, and Resistance, blood replenishes another point, or one for each level of lethal
calculating traits like Speed, Initiative, Defense, and Corpus damage inflicted if the blood is offered to the shade.
accordingly. Ghosts and shades are usually Size 5. They possess Entities in Neter-Khertet may steal Essence from others
Willpower equal to Resistance + Finesse. Skills important in that state. The attacker rolls Power + Finesse, contested
to the entity’s living identity persist. For simplicity, use Rank by the victim’s Power + Resistance. If successful, the attack-
for these. Merits unaffected by their ephemeral nature also er gains Essence equal to their successes from the victim’s
persist. Both retain their Virtues and Vices, but reverse their remaining Essence.
effects, gaining Willpower from their Vice like mortals do
from their Virtue, and vice versa. Integrity scores remain BANS
fixed at the point of death, no longer threatened by ordinary
breaking points. Every ephemeral entity has a unique Ban, a compulsive
behavior an entity must or must not perform. Bans increase
in complexity and consequence with Rank. A minor shade
Attribute Trait Max cannot attack those bearing candles. One ancient ghost
Rank Dots Limits* Essence Numina summoned from the Underworld returns upon uttering their
1 5-8 5 dots 10 1-3 true name thrice backward.
2 9-14 7 dots 15 3-5 BANES
3 15-25 9 dots 20 5-7
Ghosts and shades have Banes, physical elements the enti-
4 26-35 12 dots 25 7-9 ty cannot abide, which become increasingly esoteric at higher
5 36-45 15 dots 50 9-11 Rank. Salt burns a young ghost. A shade grown fat on stolen
* These represent permanent dots, not temporari- Sekhem dreads mud bricks anointed with blood from firstborn
ly-boosted ones. children. Banes are always solid to vulnerable entities, which
must spend Willpower and succeed at a Power + Finesse −
Rank roll to touch it willingly. Banes inflict one aggravated
CORPUS damage each turn of contact to Materialized entities, or lethal
to those in Twilight or the Underworld. Wounds inflicted by
Corpus replaces Health, and entities losing all Corpus to weapons composed of Banes inflict the same type of damage.
lethal or aggravated damage discorporate, reforming at safe Fettered entities suffer lethal damage each turn their Fetter
places in hibernation unless their Essence was fully depleted. maintains contact with the Bane. Entities of 2 Ranks higher
Ghosts and shades suffer bashing damage from most attacks, than their opponent also function as Banes.
except those utilizing their bane or otherwise specifying harsh-
er effects against ephemeral entities. Attacking with Power + ANCHORS
Finesse, these entities may only affect or be affected by beings
in the same frequency of existence or otherwise capable of Anchors are people, places, and objects binding a ghost to
affecting ephemeral entities. the living world. A ghost without quickly descends into the
Underworld. Shades possess no Anchors, substituting freshly
ESSENCE spilled blood for the Anchor Condition for Manifestation
purposes.
Essence sustains ephemeral existence and fuels their powers.
Ephemeral entities expend one Essence per day to remain
active. Ghosts separated from their Anchors or shades in

232 Chapter Five: Immortal Foes


INFLUENCE
Each entity has Influence over certain phenomena,
possessing dots equal to Rank, which also determines their
maximum level in a given Influence. Ghosts usually possess
Influences related to their Anchors, while shade Influences
generally relate to shadows or their Vices. Using Influence
requires Essence expenditure equal to level and a Power +
Finesse roll, which may be contested or resisted by affected
characters. Level increases both with effect and duration.

Level Effect
• Strengthen: Enhance or reinforce the subject,
or shift Anchor to Open Condition.
•• Manipulate: Cause minor changes in subject
or its behavior.
••• Control: Cause major changes in subject or
its behavior, or shift the Open Condition to
Controlled.
•••• Create: Create new specimen or apply the
Anchor Condition.
••••• Mass Create: Create multiple new specimens
up to Rank, or one permanent specimen.

Additional
Level Duration Essence
0 One minute per success N/A
• 10 minutes per success N/A
•• One hour per success +1
••• One day per success +2
•••• Permanent +2

MANIFESTATION
Ephemeral entities require certain abilities and circum-
stances to influence the material world or move from one
realm to another. Manifestations require Power + Finesse
rolls, often costing Essence. Ghosts and shades begin with
Twilight Form and additional Manifestations equal to Rank.

MANIFESTATION CONDITIONS

ANCHOR
Within Rank × 3 yards of their Anchors, ghosts don’t
suffer Essence Bleed.

The Ephemeral Dead 233


CLAIMED POSSESSED
As the merging commences, the entity is safe from Essence The entity controls the subject, rendering their mind un-
Bleed, and living hosts suffer the Urged Condition. Each day, conscious. The entity doesn’t suffer Essence Bleed, but cannot
one dot of the entity’s Attributes is added to one of the host’s use Influences or Numina. The body repairs for 1 Essence per
Attributes of the same category, causing physical mutation of wound, but aggravated damage cannot be healed this way. The
the body. Corpses and inanimate objects receive Attributes entity reads the host’s mind with a Finesse roll at a −4 penalty,
the same way, but Mental and Social Attributes begin at 0. uses their Physical Skills at a −3 penalty or their Mental or
Upon completion of the merge, the host takes on the entity’s Social Skills at a −4 penalty, reducing penalties by one for
Virtue, Vice, Ban, and Bane. The Claimed may use the entity’s each day Fettered to the host. Possession lasts for one scene.
Influences, but not Manifestations or Numina, though some
develop supernatural powers as Merits. If the entity departs
(requiring Power + Finesse − Rank contested by the Claimed UNDERWORLD GATE
hybrid’s Resolve + Composure) the host immediately loses all
Essence and supernatural powers and two dots of the added A gate into the Caverns of Neter-Khertet opens, permit-
Attributes each day, though the entity’s Virtue and Vice re- ting passage. Ghosts regain 1 Essence per scene.
main. Nonliving hosts lose one Physical Attribute dot every
three days once the Claim is completed, crumbling to dust
upon reaching 0 and releasing the entity into Neter-Khertet. URGED
The entity reads its host’s surface thoughts with Power
CONTROLLED + Finesse, contested by Resolve + Supernatural Tolerance.
The entity urges specific actions with Power + Finesse rolls
A subject with the Open Condition has been Possessed by contested by Resolve + Composure +1. The host gains a
the same entity on a number of separate occasions equal to Beat by following the urge.
the higher Willpower of the entity or the subject.
MANIFESTATIONS
FETTERED
TWILIGHT FORM
Within five yards of the subject, the entity doesn’t suf-
fer Essence Bleed and pays one fewer Essence when using The entity exists in a frequency of Twilight appropriate
Influences on the Fetter. The entity cannot use Influences to its nature, such as Neter-Khertet for ghosts and escaped
or Numina on anything else. fiends. This effect costs nothing.

MATERIALIZED DISCORPORATE
The entity becomes physical, remaining safe from Essence The entity discorporates itself as though it had lost all
Bleed. This persists for one hour per success. Materialized Corpus, usually to escape a greater threat. This effects costs
entities must roll Rank successfully each turn to maintain the nothing.
Condition when touching their bane.

AVERNIAN GATEWAY
OPEN
(Requires Open Condition) The entity opens a nearby
The subject is conditioned to accept an entity’s use of gateway into the Caverns of Neter-Khertet by spending 3
Fetter or Materialize. Essence, applying the Underworld Gate Condition to the
location.

234 Chapter Five: Immortal Foes


IMAGE NUMINA
(REQUIRES ANCHOR CONDITION) Numina are supernatural abilities possessed by ephemer-
al entities. Most require Power + Finesse rolls to activate.
The Twilight form becomes visible to material beings for Storytellers may substitute appropriate Dread Powers for
1 Essence per scene. Numina and where it benefits the story, permit Amkhata the
use of Numina in place of Dread Powers, requiring they roll
Power + Rank in place of Power + Finesse for most activations.
MATERIALIZE
(REQUIRES OPEN CONDITION)
BLAST
For 3 Essence, the entity gains the Materialized Condition.
The entity wounds opponents at a distance. With a range
equal to 10 yards per dot of Power, and suffering no range
FETTER penalties, the Blast wounds as a lethal weapon. The entity
(REQUIRES OPEN CONDITION) increases the lethality of this weapon by one for 2 Essence up
to a maximum of its Rank.
For 2 Essence, the entity gains the Fettered Condition.
Living beings contest with Resolve + Composure + DEMENT
Supernatural Tolerance, suffering the Urged Condition if
the entity wins.
The entity tortures its victim’s mind at a cost of 1 Essence,
contested by the victim’s Intelligence + Supernatural
UNFETTER Tolerance. If successful, the entity inflicts the Insane Tilt
for the scene.
(REQUIRES FETTERED CONDITION)

For 1 Essence, the entity suppresses the Fettered Condition DRAIN


for a scene. Entities separated from their Fetter when the
duration ends go dormant. The entity steals Essence or Willpower (chosen at activa-
tion) from a material being with a roll contested by Stamina
POSSESS + Resolve + Supernatural Tolerance. Whichever character
wins steals points equal to successes from their opponent.
(REQUIRES OPEN CONDITION)

For 3 Essence, the entity takes temporary control over HALLUCINATION


a target, applying the Possessed Condition. Living subjects
resist with Resolve + Composure + Supernatural Tolerance. The entity inflicts illusions on a single target at a cost of
1 Essence, contested by the victim’s Wits + Composure +
Supernatural Tolerance. Each success over the victim’s alters
CLAIM one sense.
(REQUIRES CONTROLLED CONDITION,
FETTER, AND POSSESS)
IMPLANT MISSION
For 5 Essence, the entity merges with a target, gaining per-
manent control and applying the Claimed Condition. Living This Numen grants a vision and determination to fulfill a
targets resist with Resolve + Composure + Supernatural task the entity wishes accomplished. The entity rolls Power
Tolerance. + Finesse, spending 2 Essence. Success inflicts a vision of the
mission, imposing the Obsession Condition.

The Ephemeral Dead 235


INNOCUOUS
The entity is easily overlooked. Perception rolls to notice Curse of Silence
it suffer a −2 penalty. This requires no roll or cost to activate.
Ammut devoured more than just their souls, but also
their willingness to speak of their memories. Where
REGENERATE the Shuankhsen would find frustration, anger, and
a desire for reprisal against their maker, instead she
placed fear without a safety net. They do not know
The entity heals Corpus with Essence, spending 1 Essence what will happen if they speak out but they know
per turn to heal a point of bashing or lethal damage, healing something worse than their current plight would
bashing first. No roll is required. overcome them, and it’s never worth it.

SIGN
Shan’iatu are perpetually balanced by her Shuankhsen.
The entity creates messages or images in media as a mortal Ammut is technically their Judge, but the Shuankhsen con-
would, sending audible messages over a phone or tracing words sider her more as the true god — entropy.
in dust. The Numen costs 1 Essence to create a single message. The Bane Mummies find it hard seeing anything as new
anymore. Even the virus at the top of the mortal food chain
is cursed to mark the passage of time with the withering of
TELEKINESIS their bodies, the shrinking of their minds, the self-destruction
of their worlds. Their peace is always an illusion, a different
The entity lifts or throws physical objects without sort of war fought by bankers and profiteers. No matter how
Manifesting. This Numen costs 1 Essence with successes tranquil the world seems at times, the centuries-old, teeter-
becoming the effective Strength. ing infrastructures once constructed by dead men inevitably
collapse underneath the weight of their great-grandchildren,
THE SHUANKHSEN who construct new worlds to rise and perish at the behest of
a Deathless vision. All goes to the Devourer.
The Rite of Return was not free.
Wailing fields of slaves, crucified as fuel for Shan’iatu SEKHEM CURDLING
sorcery, bound and burned alive atop mass Nubian graves
underneath. Weeping children buried behind the walls of Contrary to the Arisen’s surgical approach in guiding
temples before the whole complex is brought down upon them. modern civilization, the Shuankhsen replace the natural
The Arisen cannot fathom the cost of their special world, order with chaotic balance by unleashing great bouts of
but the Shuankhsen remember. They remember everything. twisted Sekhem upon unsuspecting populations. Words are
whispered in private ritual, and the dead rise around the
Every death and doorway, every love lost, every ounce of city. Glyphs are empowered by twisted magic, and airplanes
flesh torn from their bodies by the Deathless, every painful res- fall from the sky. Vessels are consumed, and swathes of
urrection thereafter. The crevassed, twisted faces of screaming mortals experience the same nightmarish vision — the one
sorcerers, and the menacing Arisen who brought down the that brought them to your bunker, carrying rifles and hand
cult 300 years ago, or 20 years from now. The chains tighten, grenades. The weapons may change, but the war wrought
Ammut must be obeyed, and in their curse, the Shuankhsen by the Deathless wages still.
find solace in vengeance.
Shuankhsen are spawned with a full 10 dots of Sekhem
AMMUT, THE DEVOURER used to fuel occult rites and unnatural abilities and dwindles
at the same rate as the Judges’ Arisen.
More than anything else, the Shuankhsen remember her
— the end of beginnings and endings, the eternal Devourer BURDENS OF THE DEVOURER
at the bottom of Duat’s deepest chasms, always waiting to
consume them again, and again, and again. Every new death Shuankhsen gain Willpower equal to their Resolve +
leads to her, but no death is final. The scales tipped by the Composure, yet while the Deathless gain both Burden and

236 Chapter Five: Immortal Foes


Balance, Shuankhsen are cursed with only the Burden, RITE OF ETERNAL CHAINS
appropriate to their nature. The following are examples of
Lifeless Burdens. The Shuankhsen’s chief servant is a rotting, twisted mirror
of the Sadikh, bound to its master for eternity. The Fasad
• Avenger: The Arisen wronged the Shuankhsen, who
is awake while their master walks the Earth, and dismissed
stops at nothing to destroy them, often waiting mil-
into incorporeal dormancy for eras in between, but nothing
lennia before their nemesis rises once more. Regain
stops their bodies and minds from rotting away after eons of
Willpower when inflicting physical or emotional pain
servitude. All Shuankhsen may transform an invested being
upon their enemy.
into a Fasad using the Rite of Eternal Chains.
• Destroyer: They must stop or destroy the Arisen Enduring the Rite of Eternal Chains automatically grants
drones’ guidance of the mortal machinations of the Fasad characters points to spend on Cult Merits (p. 122) equal
world. Regain Willpower when the Shuankhsen direct- to the defining Pillar of their Shuankhsen.
ly interferes with the Arisen infrastructure inherent in
Action: Instant, performed on a willing cultist in which
the mortal world.
they have invested Pillars. A Shauankhsen can only have
• Zealot: Ammut is no slaver, but a liberator, and her one Fasad at a time.
will must be expressed to any who will listen, and Cost: 3 Pillar points
especially to those who refuse. Regain Willpower
Dice Pool: Remnant + Pillars Invested
whenever an Arisen is hindered, harmed, or converted
to Shuankhsen using a Bane Relic. Suggested Modifiers: Participant is willing (+1), par-
ticipant is a Sorcerer (+2), participant is already bound to
ATTRIBUTES, SKILLS, another master (−1 to −5, depending on their status).
Roll Results
AND PILLARS Success: A Fasad is created. The Shauankhsen sees
Shuankhsen gain between three and 12 dots in Pillars through their eyes as a Reflexive Action, and can dismiss or
depending on their potency. Their defining Pillar must house conjure them from wisps of mystical air as an Instant Action.
more dots than any other, and their Remnant Pillar (the sliver Exceptional Success: Success applies, and some of the
of who they were before Ammut devoured them) must contain cultist’s power is imbued into the Shuankhsen master. Gain
at least one dot. Any remaining dots are spread across other one dot in any Pillar of your choice. When the Fasad is de-
Pillars. Defining Pillars and Remnants are decided by choosing stroyed, the dot gained turns into 4 dots for one scene, at the
one Bane Rite and one Bane Affinity. end of which the Shauankhsen loses it.
Shuankhsen begin with one free dot in each Attribute and Failure: The rite fails, the participant dies, and the
gain 16 additional dots to be freely distributed. The standard Shuankhsen regains any invested Pillars.
maximum limitation of five dots in a single Attribute applies. Dramatic Failure: A Fasad is created, but the twisted rite
To illustrate the Shuankhsen’s ability to remember age-old of the Sadikh connects them to the nearest Arisen instead.
incarnations, all Bane Mummies gain 25 dots to be freely The Shuankhsen is clueless to this twist, but the Arisen is not.
distributed into Skills, and three accompanying Specialties.
Lastly, Shuankhsen have the same 10 dots in Merits as Arisen, RITE OF THE LOST CAUSE
and gain the Eidetic Memory (••) Merit for free.
Like the Arisen, Shuankhsen invest their Pillars in cultists,
BANE RITES though the effects on the chosen are often as visceral and
horrifying as they are empowering.
Bane Rites are doorways to powerful change in the sur- Action: The Rite of the Lost Cause is an Instant action.
rounding world, and Shuankhsen cults are the key. They The Shuankhsen and her target must make physical contact
determine a Shuankhsen’s defining Pillar, as well as broad and recite Iremic words in unison.
features of their cult and goals. Shuankhsen begin with the
Cost: Pillar points for investment
Rite of Eternal Chains and Rite of the Lost Cause, before
selecting one more from the list underneath. Over time, the All-Seeing Eye: The Shuankhsen sees through the eyes
mummy may accumulate more Bane Rites, providing her of their invested followers using a reflexive action.
with unmatched powers and interesting, multi-faceted cults. Powers of the Devourer: The Shuankhsen gains a Bane
Rite or Bane Affinity (but not the associated Pillar points).
They can only do this with one investment.

The Shuankhsen 237


Pillar Recovery: The Shuankhsen may remotely reclaim Kepher for scenes equal to the Shuankhsen’s Sheut. Use the
any unspent Pillar Points from Invested Cultists at any time. stat block for the Lifeless Thrall (see p. 134) for the risen dead.
This is a reflexive action. This power causes the Flooded Tilt (see p. 364).
Inverted Geometry: Cultists with invested Pillars give off Exceptional Success: The success still applies, the area
strange and unnatural emotional or physical mutations affecting of effect is tripled, and if desired, one or more Arisen within
the entire cult. The effects depend not on the Pillar invested, the area remain unsummoned.
but the Shuankhsen’s Remnant. Some examples follow: Failure: The rite fails, though sporadic dead still rise, albeit
• Ab: Rending, cannibalistic horrors without loyalty. The Shuankhsen may spend three Sekhem
to downgrade this to a dramatic failure.
• Ba: Hive-minded, relentless zealots Dramatic Failure: The dead awaken as planned, but the
mortals summoned do so in unimaginable pain. Open-casket
• Ka: Flesh-eaten, rotting vessels of death
funerals turn to macabre horror shows, and city morgues are
• Ren: Brash outlaws, as stupid as they are disloyal filled with flailing bodies, unable to do anything but clutch
their chests and, if they still contain lungs, scream.
• Sheut: Mute, decrepit beings without self-purpose Cult: Amateur necromancers are easy to recruit once
Mortal Sacrifice: Invested Mortals happily provide their they’ve seen that raising dead isn’t something reserved for
master with their own body if needed. All invested Pillar television, and they rarely put a cap on their efforts once
Points are returned to the Shuankhsen upon their deaths, or they’re a part of the team. Many lose their fear of death,
their master may claim their body using the Body-Snatcher experimenting on themselves using their masters power to
Bane Affinity (p. 240). save or prolong their own lives.
Ashen Sorcerers: Sorcerers may conduct their master’s RITE OF CHARON (REN)
Bane Rites. If the Shuankhsen is still present, the rite’s effects
are tripled. You pull the veils of the world apart, opening a doorway
Festering Fasad: Invested Fasad may manifest and use between material and Twilight. Shuankhsen cannot traverse
their master’s Bane Affinities (p. 240). into Neter-Khertet, but their cultists can, allowing for the
tracking of Arisen back to their tombs during their time be-
Bane Immortal: When invested, Blood Bathers, Body tween Descents. Not to mention, the denizens beyond who
Thieves, and other immortals gain a Bane Affinity of their desire to be unleashed into the mortal world.
own (but not the associated Pillar points).
Action: Extended (10 successes, each roll representing
BRING THE FLOOD (SHEUT) one hour)
Cost: 5 Pillar points
The waters rise, and with them the dead. Sekhem clots
in the sternums of corpses, where mortal hearts once stood Dice Pool: Remnant + Occult
beating, and toppled headstones soon leer over pockmarked Suggested Modifiers: Another immortal assists the en-
cemeteries. Even Arisen are not immune to this necromancy. deavors from inside Neter-Khertet (+2), Ammut disapproves
Action: Extended (5 successes, each roll representing of the ritual (−3)
one minute) Roll Results
Cost: 4 Pillar points Success: A portal between worlds is opened for a number
Dice Pool: Remnant + Occult of minutes equal to the Shuankhsen’s Sekhem after using this
Suggested Modifiers: Runes or scrawled dedications to rite (minimum 1).
Ammut mar all visible surfaces (+2) Exceptional Success: Success applies, and a loyal Rank
3 Amkhat or two Rank 1 Amkhata are summoned through
Roll Results
to the material world.
Success: Rivers flood, sewage overflows, and other waters
Failure: The frequencies of Twilight are stymied, causing
under the earth rise to the surface. The dead are raised in a
the Amkhat’s Curse Tilt in the area. The Shuankhsen may
one-mile radius for a number of hours equal to the number of
spend one Sekhem to downgrade this to a dramatic failure.
successes rolled, and are completely loyal to the Shuankhsen.
Arisen raised by this rite are not loyal to the Shuankhsen, Dramatic Failure: The way into Neter-Khertet is closed,
but begin their Descent at a Sekhem rating of 7, absent their but not before its energies permeate into those assisting the
ritual. All mortal cultists aiding the Bane Rite are transformed

238 Chapter Five: Immortal Foes


into Rank 2 Amkhata who obey their master's every order,
but no longer act as cultists.
Cult: Mortal occultists and rogue scientists from Last Dynasty
International both find their way into these cults, pursuing discov- What do Bane Relics Do?
ery and technology above all else. With great knowledge comes Bane Relics deal 1(A) per dot to any non-Shuankhsen
even better gear, such as gigantic supercomputers built to stymie activating them and are theoretically used in secre-
otherworldly frequencies, or armories of harpoon rifles meant to tive rites to convert Arisen into the children of Ammut.
restrain large creatures from material and beyond. Outside of these powerful weapons against the Arisen,
the most lethal facet is that the Deathless can still per-
RITE OF THE ONYX AMULET (AB) ceive them with Kepher. Perhaps the Shuankhsen use
Bane Relics to draw Deathless, trap them, and convert
Iremite relics are converted into tainted shadows of their them to Ammut’s children. What if a Bane Relic were
former glory, harming the Deathless claiming them, and made to not harm Arisen, but trick them?
transforming others into Ammut’s own Shuankhsen. This rite
exists only in whispers and sacrosanct teachings, and what is
universally known is very little.
Action: Extended (number of weeks equal to the vessel’s Action: Extended (one roll per day of desired activity)
Sekhem) Cost: 4 Pillar points
Cost: Iremite relic, or 3 Pillar points and a vestige Dice Pool: Presence + Expression + Remnant – 1 for
Dice Pool: Remnant + Occult each ten mortal targets beyond the first ten, reducing the dice
Suggested Modifiers: The vessel is a vestige (−3), the pool by the highest Composure among all targets of the rite.
vessel is a relic of Irem (+3), sacrifices involved are willing Suggested Modifiers: The targeted group already displays symp-
participants (+1). toms of the expressed emotion (+1), emotions spread are contrary
Roll Results to the sway of supernatural powers or major current events (−5).
Success: The targeted relic becomes a Bane Relic, de- Roll Results
formed in a way appropriate to the nature of the Shuankhsen Success: The targets gain the Obsession Condition for
— dark cracks spiderweb across its surface, colorful glyphs one week beyond the ritual.
turn black, gems and gold crack like fragile glass, or something Exceptional Success: The effect spreads to double the tar-
else the Storyteller deems viable for the chronicle. Reduce its geted populace, granting the targets the Obsession Condition
Sekhem to 1. for a month beyond the ritual. In addition, the Shuankhsen
Exceptional Success: The Bane Relic is created without may choose to spread a completely different emotion, such
damaging the Sekhem inside. as cowardice or complacency.
Failure: The rite fails and the vessel is drained of Sekhem. Failure: The rite fails, but a single target determined by
The Shuankhsen may spend one point of Sekhem to down- the Storyteller is consumed by the unnatural power they felt.
grade this to a dramatic failure. They gain the Obsessed Condition and are considered to be
Dramatic Failure: Volatile Sekhem explodes outward in a invested by the Shuankhsen. You may spend three Sekhem
radius of 25 yards per point of Sekhem infused in the targeted to downgrade this roll to a dramatic failure.
vessel, dealing 3(A) to all within range. Dramatic Failure: The power backfires, and immortals
Cult: Bane Relics find use in the hands of tainted immor- are targeted. For one turn, the Storyteller controls all Arisen.
tals attached to the Shuankhsen’s cause. Those who would Cult: Gangland criminals and violent security contracting
rather spring traps before engaging in showdowns frequent companies serve as black-baggers and brutal interrogators for
these cults, as do many with underlying motivations beyond these Shuankhsen cults, profiting heavily in cash and illicit
their Shuankhsen ally’s. goods in the process.

VITRIOLIC SOULS (BA) RITE OF THE STORM (KA)


The Shuankhsen bleeds curdled Sekhem into the local The mummy draws the electrical currents from the sky into
human consciousness, coercing the denizens of a city block a violent storm. Electronic devices go dead in a five-mile radius,
into a rage. The mummy inspires fury in a meret, neighbor- modern vehicles stall out, and airplanes fall from the sky.
hood, apartment building, or similar area.

The Shuankhsen 239


Action: Extended (10 successes, each roll representing nearest mortal corpse. This may be used automatically before
one hour) the Shuankhsen loses or spends their last point of Sekhem.
Cost: 4 Pillar points
Dice Pool: Remnant + Subterfuge
JAWS OF THE DEVOURER
Suggested Modifiers: There is already a storm outside Ammut’s first gift to the Shuankhsen was the ability to con-
(+1), multitudes of radios tuned to the same occult frequen- sume Sekhem by devouring the individual or vessel possessing
cies surround the ritual (+2) it. Doing so strengthens the Lifeless mummy, and is one of the
few things that might totally destroy an Arisen. Due to the rate
Roll Results at which Sekhem is consumed using this power, it’s more likely
Success: The rite abruptly halts the operation of all elec- for a Shuankhsen to take several bites from an Arisen and then
tronic devices (and anything mechanical or combustion-driv- return after the mummy’s sahu has recovered, or somehow
en in historical eras) for one turn per success. She may spend incapacitate the mummy so the feeding is protracted.
1 Sekhem to upgrade this roll to an Exceptional Success. Effect: Spend 1 point from any Pillar for your jaws to
Exceptional Success: Success applies, and the storm rains widen, your teeth to extend, and for you to gain the ability to
mercury instead of water. gain Sekhem from consumed bodies or vestiges. This Affinity
Failure: The rite disrupts the frequencies of Twilight, remains in play for the scene’s duration.
drawing numerous ghosts to serve the Shuankhsen like moths In combat, the Shuankhsen may bite enemies without
to a lampshade. You may spend two Sekhem to downgrade grappling, as if using a weapon with a damage rating of 2(A),
this roll to a dramatic failure. employing Brawl as a Skill. Every time the Shuankhsen inflicts
Dramatic Failure: Everyone within 100 yards is dealt 3(A) three or more points of aggravated damage using Jaws of the
from a barrage of destructive lightning. Devourer, the mummy drains a level of Sekhem from the
victim, if they have any, and gains it themselves. Subsequent
Cult: Anarchist radio personalities and potential scientists
attacks are required to gain further Sekhem. If the victim runs
lost to vast and ridiculous conspiracies are often brought into
out of Health, further bites take no further Sekhem.
the fold to hack into television and radio frequencies, finding
signs and information for the Shuankhsen. Once the victim has run out of Sekhem, one subsequent
successful bite using Jaws of the Devourer enables the
BANE AFFINITIES Shuankhsen to steal a dot from the victim’s Pillars, if they
have any. Subsequent bites convey no further benefits beyond
Bane Affinities provide powerful abilities to thwart the destruction of the victim’s body.
Deathless. In addition to the Body-Snatcher and Jaws of the
A Shuankhsen can use this Affinity to consume a mortal’s
Devourer Bane Affinities, choose one of the following Bane
heart, and even if they didn’t possess Sekhem, the Shuankhsen
Powers, keeping in mind the Remnant provided must not
gains a point in a Pillar of their choice. This Affinity is the
match the defining Pillar determined by the chosen Bane
only way a Shuankhsen can cannibalize a vessel, otherwise
Rite. Finally, Shuankhsen gain standard Affinities equal to
following the same rules as Arisen and immortals (see p. 257).
their Remnant.
Some Bane Affinities contain Decays — twisted curses SCHISM OF FLESH
and effects on their users and those surrounding them for
a specific time, or until the particular Decay is satisfied by Flesh tears, and bones split, horribly reshaping the
another occurrence. Shuankhsen into a ferocious monstrosity.
Effect: Spend 1 Sekhem per Rank of Amkhat to transform
BODY-SNATCHER into as a Reflexive Action, and revert back to original form
as another Reflexive Action. The Shuankhsen reverts back
Shuankhsen have no sahu of their own, instead claiming
automatically at the end of the chapter.
mortal corpses. The wounds wrought during the Shan’iatu’s
betrayal still show upon the Shuankhsen. Broad lacerations Remnant: Ab or Ba
across the trachea scab over and ooze with putrid green pus, Decay: The hidden beast within calls the Shuankhsen,
and broken ribcages still splinter from their chest cavity where boiling forth after one month, after which it becomes a a Rank
the heart was pulled through. 3 Amkhat or a Rank 5 Amkhat instead by triggering earlier.
Effect: Spend 1 point from any Pillar to transfer their When this Amkhat is “destroyed,” the Shuankhsen reverts to
consciousness into an invested mortal body, or into the its previous self, but with the Disabled Condition for a number
of hours equal to the chosen Amkhat Rank.

240 Chapter Five: Immortal Foes


SEKHEM CLOT Her cult of amateur scientists and audio engineers —
not yet destroyed — has scouted out the locations of those
The Shuankhsen manipulates the Sekhem within lifeforms Arisen tombs which will someday play a part in her demise,
and Arisen, rendering them useless, or keeping it for itself. but the way in is not yet clear. Spearheading efforts to surveil
Remnant: Ka or Ren the activity and possible threats around these tombs, her
Effect: Spend 1 Sekhem to give a target the Immobilized favored sorcerer, Belville has discovered strange frequencies
Condition, or spend 5 Willpower across five turns to steal 2 emanating from within their sacred geometry. With enough
Sekhem from a Deathless in line of sight on a successful Clash time and power, Belville believes the signal could be traced
of Wills (Sekhem + Remnant for the Shuankhsen). to other realms beyond material. This is all the information
Tiye needed.
Decay: The Sekhem within the Shuankhsen begins to clot
as well, gaining it the Disabled Condition for one month, or Neter-Khertet, the world beyond, holds the answer, and
until a supernatural (not mundane) cure is used. she can’t help but see this opportunity as a gift from her
Devourer; sands of fate, guiding her to freedom beyond the
SWARM MESSENGER mirage. Once passage is opened, legions of Amkhata wait to
be unleashed into the world.
Remnant: Sheut
Description: Tiye inhabits the body of a deceased pro-
Effect: Swirling sands, swarms of locusts, or other violent fessor, though her wrists are scarred with blackened brands
energies appropriate to the mummy’s nature manifest around where she was chained to an Iremite crucifix. Her cult operates
her at will, manipulated to display her visage, and their voice is around an abandoned radio station used to trace mysterious
heard in unnatural tones. This manifestation inflicts the Shaken signals and draw other cultists to the lair. Her tomb resides
Condition and any appropriate Sybaritic effects on mortal wit- in the basement.
nesses. Roll Presence + Expression + Remnant to appear in
Storytelling Hints: Depending on the era in question,
this way wherever an applicable Fasad is located. The expression
Tiye might utilize a highly weaponized security contracting
lasts for a number of minutes equal to successes rolled.
company as her cult, or swathes of Celtic warriors armed with
Rolling Dexterity + defining Pillar vs. Sheut transforms simpler weapons and gear. Adjust her Skills and other features
these elements into shadowy talons, claws, blades, tentacles, to fulfill the desired roles for your chronicle.
spikes, or another visage appropriate to the mummy’s per-
She desires revenge through time, but her plans are im-
sonality at an enemy. If successful, deal 2(A), increased to
possible. When it comes to her cult’s destruction, what’s done
3(A) in areas of near-total darkness, and the target gains the
is done, but that won’t stop her from trying, and destroying
Damaged Pillar Condition.
more than the Judges care to allow. It’s possible she can
Decay: Using this power grants the Skincrawler Tilt to control the Amkhata to some extent, but those monstrosities
anyone within line of sight, and those affected give the con- will inevitably overwhelm her. The attempt will take her life,
tagion to any they touch for the next week. and her next rebirth will be at the whims of an Arisen cult
breaching her tomb.
SAMPLE SHUANKHSEN
The following is an example Shuankhsen for your Concept: Timeless Vendetta
chronicle.
Remnant: Ab
Judge: Ammut, The Devourer
TIYE, Attributes: Intelligence 5, Wits 3, Resolve 2;
BRINGER OF THE STORM Strength 2, Dexterity 2, Stamina 2; Presence 3,
Manipulation 3, Composure 3
She remembers. She watched as a meret of Deathless Skills: Brawl 2, Intimidation 4, Investigation
breached her tomb, obliterated her cult, and sent her back 4, Occult (Twilight) 4, Persuasion 4, Science
to Ammut. She recalls her dismemberment at the hands of (Spectrums) 2, Subterfuge 2, Weaponry
(Submachine Guns) 3
their brutal Utterances, the screams of those mortals with
which she had bonded herself, centuries from now. Here in Bane Rites: Rite of Charon, Rite of Eternal Chains,
the present is where she finds her chance to stop the Arisen Rite of the Lost Cause
ahead of time, before they ever hope to accomplish their goals. Bane Affinities: Body-snatcher, Jaws of the
Devourer, Schism of Flesh

The Shuankhsen 241


Merits: Allies ••• (Academic Circle), Cult •••• pass to prove worthy of starry Aaru. They are the patrons
(Reach 2, Grasp 2), Demolisher •, Eidetic Memory and masters of the Timeless. They are holy monsters whose
••, Enigma •••, Tomb • (Geometry 1, Peril 3) word and command returns the mummies of Irem from Duat.
Willpower: 10 So too are they enforcers of the codes of civilization. Upon
Burden: Avenger their condemnations, the foundations of righteous order are
built. The groaning empire of bleak, tyrannical Irem was the
Initiative: 5
first manifestation of that order in the world, but the Arisen
Defense: 2 see all subsequent civilizations as successors to Irem and
Size: 5 inheritors of the Judges’ statutes. Through this legacy, the
Speed: 9 Judges claim authority over all human existence.
Health: 7 Despite this mandate, the Judges do not always reflect the
harmonious order of which they are supposedly the keepers.
Sekhem: 10 Few Arisen would claim to truly know the nature and reason
Pillars/Turn: 1/1 of a Judge; it’s much easier to surrender Memory to the flay-
Pillars: Ab 3, Ba 0, Ka 0, Ren (Invested: Belville, ing sands of Duat, to serve blindly and to accept the divine
Sorcerer) 5, Sheut 2 wisdom of the Judges as truth. Why, then, do Judges work at
cross-purposes to one another? Why do these dead leviathans
THE JUDGES seek to subvert or manipulate each other’s pawns, the Arisen?
And why do the Judges intrude, at times, into the world of

T o the Arisen, the Judges seem the font of all authority and
power. They are the adjudicators of the afterlife, divine
demons beneath whose baleful gaze the trembling dead must
the living in direct and even apocalyptic fashion?
If the Arisen are dutiful servants, the Judges are less than
conscientious masters. These ancient powers may invest their

242 Chapter Five: Immortal Foes


authority into the Deathless, buy they are by no means friends of souls passing beyond, the assessors of Ma’at find it easier
or even allies to the Arisen. For a mummy guarding Memory to impress their leviathan desires into the world — but even
from the scraping abrasions of time’s grinding wheel, the when the gates of death are slick with gore, the Judges do not
evidence grows ever more uncomfortable; even the Arisen act without implacable intent.
balk at the alien will of the Judges manifesting in the world.
CONDEMNATION
CRUEL JUDGEMENT An ancient terror of Duat turns in its unliving slumber,
From the moment an Arisen declares herself before the stirring with a sliver of outrage. The god’s dreaming will senses
Judge most closely resonating with the pillars of her soul, she is an affront to its purpose, and it reaches into the living world.
inextricably bound to this throng of godlike monsters. Though Something far worse than Sybaris takes hold throughout the
distant and vast, the nightmare presence of the Judge always city; wild-eyed mobs lynch transgressors against whatever
remains with her — watching, guiding, and sometimes casti- bizarre code the Judge fiercely guards. Amid the panic and
gating. Through Memory and Sekhem, the mummy struggles disorder, a mad prophet screeches the coming of an old
with her Judge for self-determination and volition; ultimately divinity. Soon enough his flesh splits in scorpion apotheosis,
a contest between human will and the monolithic force of a a vessel for the god’s nightmare to beach itself upon reality.
mind that has never been remotely mortal and never will be, Judges sometimes intrude into the world to directly
despite the power invested in the Arisen. challenge perpetrators of the very crimes they are supposed
The Arisen might manage to balance the monstrous de- to assess in Duat. Most commonly these Judges lack Arisen
mands of her own Judge and play the obedient slave. She’s un- servants to carry out such condemnations on their behalf, and
likely to manage this act with the 41 other Judges, the bizarre above all are, for want of a better term, seen by the Arisen as
motley of insane thought-forms and broken shapes all jostling dormant. How and why a Judge deems a particular transgres-
to impose their condemnations on the world. The Descent sion to be worthy of response isn’t entirely clear, and many
inevitably comes where the Arisen ends up at cross-purposes atrocities pass without attention from any of the 42.
to one insane scheme or another, pitted against her fellow Arisen are often caught in the crossfire of such a condem-
Deathless or a more direct manifestation of Duat’s mad order. nation. Manifestations sow chaos and can weaken or even
Whether caught between the clashing imperatives of two or break Deathless cults just by proximity. A Judge’s monoma-
more Judges, or simply facing an atrocity that she refuses to niacal focus on its particular transgression usually doesn’t
stand aside and allow, the Arisen finds herself squaring off extend to respecting the codes of the other 41; a massacre
against a god-monster from beyond the reach of life itself. spurred by the fury of Maa-Nantuuf, the Seer of What Is
What foe could be more terrible than the very judges of Brought Forth, may result in Am-Khaibit dispatching Arisen
sin themselves? to prosecute the agents of Maa-Nantuuf’s will. Sometimes this
clash of insane bureaucracy even occurs among the followers
FATE AND BLOOD of a single Judge. Many of the 42 overlook perpetration of the
very crime they oversee when performed in the course of duty,
What will provoke the direct manifestation of a Judge
but with seeming caprice they sometimes don’t. A Judge may
into the world is genuinely difficult to predict. The assessors
order a Deathless to quell its own manifestation.
of Ma’at clearly follow cosmic laws beyond the Arisen’s ken.
They cannot simply exude an emanation or avatar into the Some manifestations of condemnation are directly aimed
world at will, and doing so seems to greatly cost these divine at one of the Arisen. Crimes that echo across the ages, sins
beings. Judges with large followings among the Arisen are committed again and again through the cycle of Descent so
less likely to issue forth an emanation; they clearly prefer to often that they engrave themselves on the Deathless soul
rely on Deathless servitors where they can. The necessity for even as Memory corrodes away all recollection of the act; a
a human vessel at the heart of each emanation is a puzzling gleaming lure to the Judges’ fury.
limitation given the Judges’ supposed cosmic power, and even For the Arisen daring to question the will of the Judges,
a furious Judge is sometimes unable to reach into the world these manifestations are a challenge to the idea of Duat’s righ-
regardless of how much it may desire to do so. teous order. The Judges’ place is in that dismal realm assessing
Judges never issue forth a manifestation without some the souls of the dead, not meddling with the still-living. Loyal
purpose, however inscrutable. The place of the Judges is Duat, apologists suggest the Judges are the font of all order and righ-
and it takes effort both to reach into the world of the living teousness and, thus, their remit extends to corrective action
and to retain such a grasp. During times of great bloodshed, in all realms so as to ensure the continuation of civilization
when the fabric of reality saturates under the sheer weight and due recognition of that which is holy. It’s harder to cling

The Judges 243


to that servile explanation when the entire neighborhood dogs, the Judges pull at the carcass of the sinner, each claiming
is spitting up lion-faced scorpions that scream your crimes. ownership of the soul over some fine distinction. Nebha is bane
to dealers in deception and lies, while Kenemti claims authority
HUNGER over blasphemers — but Artem-Khet judges the use of decep-
A rich bounty of Sekhem coagulates, an unclaimed bounty tion to commit blasphemy, and so the third Judge meddles with
of relics pricking the hunger of a Judge. While the Arisen slaves the efforts of the other two, struggling for ascendancy. When a
of other assessors work to plunder the trove, the Judge’s need Judge manifests to further such a rivalry, it likely acts directly
spills into reality as a nauseating wave of subtle disquiet among against the cults and Arisen of its peers, seeking to undermine
the human population. Soon enough, a rich magnate turns or destroy them during a brief emanation.
his immense wealth and influence towards claiming the relics, The Arisen are a resource to the Judges, and so the asses-
the hunger in his gut serving as proxy to the appetite of a god. sors of Ma’at treat their Deathless slaves appropriately. They
The Arisen serve their Judges by claiming vessels of attempt to steal or subvert each other’s servants, trade them
Sekhem from the world, offering these treasures up to Duat back and forth in inscrutable bargains, or spitefully cripple the
as a tithe to the holy order of the gods. Few question why favored pets of rival gods. An Arisen may become the target of
the Judges demand such a toll from the vital energy of the a Judge’s manifestation because it wants to enlarge its retinue
world, or to what purpose they put it. Not every Judge has of Deathless, whether by the honey of offering boons if she
a grand retinue of Arisen to pay its dues, though, nor does switches allegiance, or the whip of bringing ruin to her cult
every mummy stirred to claim such an item succeed before and accomplishments alongside threats of further torment.
Duat claims her once more.
RENEGADES
Lacking other options, Judges sometimes slake their thirst
for Sekhem directly. A manifestation where the pure life force One step ahead of his fellows, clinging to the precious reve-
of the world runs deep and rich lets the Judge drink that pow- lations of his carefully-guarded Memory, the rogue Arisen seeks
er away into itself. In some cases, an emanation gluts itself apotheosis. He’s getting so close, but now the skin of the world
upon a limited store of Sekhem, then retreats once more as bubbles and boils. Something vast and vengeful rises from the
frustrated Arisen pick over the drained remnants of its ban- depths, pouring a fragment of itself into a human receptacle,
quet. Occasionally, where the geomancy of Deathless tombs delivering its judgment even unto the land of the living.
or stranger natural forces saturate a region with Sekhem, the The Judges deem some Arisen failures, unworthy to serve
manifestation lasts longer. A Judge may even go after the col- as vessels of divine order. In some cases, Arisen find them-
lected relics of an Arisen who is slave to one of the assessor’s selves renegades through no obvious fault of their own, reject-
peers, consuming the mummy’s eldritch treasures or snatching ed or persecuted by the cosmic strictures due to falling short
a relic away before it can be sacrificed to such a rival. of an unknowable test imposed by uncaring gods. Usually, a
For Arisen, the hungering intercession of a Judge is a prob- renegade brings about condemnation more directly, rejecting
lem. Acting with absolutely no care for any existing politics the duties she owes Duat entirely, pursuing heretical beliefs,
or understandings among Deathless and immortals, a Judge’s or polluting her own soul with the power of even darker,
manifestation hungrily loots accrued treasures or races to seize hungrier forces than the morbid Judges. On rare occasions, a
a particular prize. If the appearance of one emanation draws given Arisen becomes the prey to these jealous gods because
the attention of other Judges, several hungry avatars may end she is simply too perfect and obedient; her own Judge may try
up clashing with Utterances and wild abandon, less like gods to protect her, but rivals eagerly pursue her downfall.
and more like bestial harbingers of the apocalypse. A Judge may set its Arisen servants on the trail of a ren-
egade. Evading the Deathless long enough, or committing a
RIVALRIES particularly grievous transgression against a particular Judge,
Satisfied his duty is done, the Arisen returns to his tomb. can provoke a heavier-handed response as a divine demon
He finds it decorated with the shucked, bloody skins of his reaches into the shallows of reality and manifests its wrath.
cultists, each painted with Iremic denunciations of trans-
gressors. Something waits amid the spilled entrails and flayed HERALDS OF DUAT
corpses. Join me, it says, and the pillars of the world shake with This section presents game mechanics for these manifestations
the echo of its words. of the Judges’ will into the living world. Though divine beings of
Among the 42 crimes the Judges represent, some transgres- Duat, the Judges are capable of reaching beyond that dread realm
sions seem to overlap heavily, or are one and the same. Like feral to further their alien designs. Such manifestations are merely a sliver
of the Judge’s power, no more than a questing tendril. Even that is

244 Chapter Five: Immortal Foes


enough to make the fabric of reality weep and shudder, buckling
beneath the warping might of such an intrusion.

EMANATIONS Other Forms of Benbenet


A Judge’s presence is marked by an emanation — a Most benbenet are humans, but rarely a Judge
widespread impression of its will into the world. Those caught focuses its manifestation through another kind
within the emanation feel the inexorable pull of the Judge of vessel. Some are quite literal capstones, key
upon their minds and their bodies, an eldritch contamination parts of sacred geometry or symbolically signifi-
that twists the laws of nature and humankind. Sekhem in cant architecture — quite possibly engineered for
the region drains away, and the whispering will of the Judge this purpose by an Arisen or a mortal occultist.
corrodes the bonds of Arisen cults. At the heart of every Judges have channeled their power through vast
emanation is a benbenet, a chosen human or piece of sacred skyscrapers made in mimicry of ancient obelisks,
geometry that bears the Judge’s crown, serving as the elder
and poured their wrath along conduits of brick
and water burbling beneath the feet of unwitting
god’s right hand in return for great power. city-dwellers.
The emanation itself is represented through the Emanation
Condition (see p. 352), applied to everyone across the area
Sacred animals can also serve as a vessel. A sa-
cred animal is a creature of grandeur or abject
of the emanation’s influence. Depending on the nature of lowliness that receives praise and worship from a
the manifestation, this can be anything from a single tower collection of humans — whether the actual zeal of
block to an entire city, and isn’t always contiguous in nature. a cult who believes the caged dog to which they
An Arisen immediately senses if she enters the area of an feed corpses as a pariah to deflect the punish-
emanation, becoming aware that she is in the presence of a ment for the murders they commit, or the devoted
Judge — although she does not receive specific insight into village community who simply believes the swans
which Judge or the purpose of the manifestation. of the lake to be the real symbol of their commu-
The sheer weight of a Judge’s presence is corrosive to Arisen nity. As with a human benbenet, a sacred animal
must have killed a human or had a human killed
cults caught within an emanation. A cult serving an Arisen
on its behalf.
of the manifesting Judge suffers no immediate penalties, but
should the cult witness the Arisen disobeying, working against, Most rare of all are declarations, simple state-
or being reprimanded by the source of the emanation, they ments anointed by human death. An ancient
immediately incur the Shaken Faith Condition (see p. 359). scroll of curses, a stone-carved proclamation of
Arisen cults that don’t serve the Judge in question suffer the defiance, or the glittering letters of a text message
detailing those who must be called to account —
Shaken Faith Condition, as dreams, nightmares, and portents
what matters is not the medium, but the intensity of
assail their devotion. Such cults suffer one lethal damage to emotion felt in alignment with a Judge’s portfolio,
their Fidelity after an hour of the emanation, another after a combined with a death to anoint the declaration.
day, and thereafter two lethal damage every week that passes. Some are immediate in effect; a man raises up his
Should the cult’s Fidelity fill with lethal damage from any source placard over the crowd and is shot by security
and the cult enter a state of mutiny, its Doctrine derived from a forces, and as his blood spatters over it the writing
Judge immediately switches to one reflective of the manifesting pulses and judders. Others linger for long ages,
Judge, as heresy, confusion, and alien omens tear through the only coming to light when an unfortunate discov-
ranks. This new Doctrine remains until the cult is no longer erer unrolls a rusted curse-plate scratched with
filled with lethal or aggravated damage, and should the cult hateful denunciations from some fallen empire.
receive full aggravated damage, it becomes an independent and
fanatically devoted tool of the manifesting Judge.
The weight of a Judge’s presence always takes a psycho- Sekhem in the area of the emanation drains away more
logical and spiritual toll on the wider human population as swiftly. Arisen following any Judge other than the one
well. They see the twisted shapes of impossible chimera in issuing forth the emanation add two dice to all Descent
their dreams, hear alien whispers writhing beneath words rolls, and on any roll to draw Sekhem or activate the
spoken to them by their co-workers, and feel a paranoid powers of a relic.
sense of being watched. The Emanation Condition imposes
To establish an emanation, the Judge first opens a channel
Integrity penalties and additional breaking points on humans
into a vessel — the benbenet. This is usually a human chosen
as appropriate for the manifestation in question.

The Judges 245


as an exemplar of the Judge’s nature, someone possessesing she knows her new purpose; indeed, acting against the Judge’s
a deep loathing for or driving motivation to act against the desires requires the expenditure of a point of Willpower. She
same crime the Judge condemns, and who has anointed that may misinterpret or misunderstand the nature of her divine
dedication with blood, whether directly or indirectly. The transmogrification; some Judges clearly communicate their
benbenet might have performed that act through stabbing a name and nature to their benbenet, but others leave the
transgressor to death or issuing the words in a court of law champion to understand what’s happened through the lens
that consigned a criminal to execution; what matters is that of existing religious or philosophical beliefs.
she willingly sealed her devotion through the sacrifice of a Killing the benbenet, or somehow removing the Crown
human life. This is usually quite unwitting on the part of the Condition from her, shatters the Judge’s grasp and immedi-
benbenet, but some mortal sorcerers purposefully seek the ately ends the manifestation. The manifestation may also end
attention of the Judge, desiring the power of its crown. when the Judge has completed its task, or when it has become
If a human, the benbenet is always someone at either the clearly impossible.
lofty heights or squalid foot of a symbolic pyramid of authority Removing the Crown Condition leaves the survivor alive
and power. She may be a grimy vagrant, seething with fury as but deprived of the power she once wielded, and fully aware
passers-by spit on her in contempt, or she may be a sneering of all that happened to her. Some benbenet surviving in this
CEO atop a throne of subsidiaries and sycophants; the mantle way desperately seek out means to reclaim that power, grasping
of the Judges settles on Pharaohs and beggars, on magnates at any opportunity like an addict. Others, horrified by their
and sacrifices. experience now that they are no longer high on the Sekhem
The emanation anchors itself on the benbenet through flowing through them, become devoted hunters of the Arisen,
the Crown Condition (see p. 348), a mark of the Judge’s or pursue an occult path to better understand the events that
ownership and the benbenet’s authority. Characters with the have come to pass.
ability to perceive Sekhem or the soul witness this crown as
an uraeus of glowing vitality upon the benbenet’s brow. The AVATARS
Crown grants the benbenet a number of benefits: Through an emanation, the Judge can issue forth a true
• She is unaffected by Sybaris, and she cannot be pos- avatar for a short period of time — a world-shaking herald of
sessed or mentally compelled by supernatural forces; Duat’s law. An avatar is physical and terrifyingly real, even if
she is already property of the Judge. In addition to its presence contorts the natural principles of the world into
any existing Vices, she gains the Vice of Vengeful or weeping knots. Such a manifestation is fueled by Sekhem, and
Judgmental. rapidly burns through the vital force to maintain its presence.
The Judge uses the benbenet as the lynchpin through which it
• She gains 15 dots to allocate freely across her channels so much Sekhem, often at great cost to the chosen
Attributes, with which her Attributes may go above 5. one’s body and soul.
• Her first impression when attempting a social maneuver An avatar is but a shadow of the Judge’s true might, yet it
against a human is improved by two steps. is still an instrument of colossal power. The manifestation of
an avatar may be the ultimate purpose of the Judge’s effort,
• She gains access to the tier 1 powers of two Utterances, or spat forth to protect or maintain an existing emanation.
which she can activate by spending Willpower points The Judge can trigger the avatar’s manifestation at any time
rather than Pillar points. To determine their effects once the emanation is established. The benbenet can call
and any Pillar-related benefits, treat the benbenet as upon the Judge to do so, but has no control over whether
if she had all Pillars at 5. the Judge delivers it.
With a flare of Sekhem, the benbenet undergoes a trans-
• She gains additional Dread Powers or capabilities as figuration into the avatar form over the course of one turn.
per the specific manifestation that has crowned her. While the avatar is present, the benbenet is entirely subsumed
Transformation through the Crown is a heady rush, an into its form for the duration of the manifestation, although
invigorating and life-changing metamorphosis. The benbenet she remains aware of everything that takes place.
becomes everything she was before, but better — a paragon of The avatar operates under the following rules:
human potential. Alien words dance on her tongue as if she
were born to them. Her mind burns with ambition and a desire • It uses the simplified Attributes of a Rank 5 ephemeral
to act. A presence looms over her awareness as the Judge’s will entity, but is not considered to be an ephemeral entity
fuses to her own. The benbenet knows she’s been chosen, and and does not actually possess a Rank of any kind.

246 Chapter Five: Immortal Foes


• The avatar is always manifest and tangible in the of Sekhem for a vestige, or twice the dot rating of Sekhem for a
physical world, so does not possess Influences, relic, draining the vessel entirely of its power. A benbenet with
Manifestations, or other supernatural powers associ- a stockpile of potent vessels on-hand can potentially bring a
ated with ephemeral entities. defeated avatar back into the fight with alarming speed.

• The avatar possesses the Sekhem trait, which is always SEKHEM INCANTATIONS
10 at the beginning of its manifestation.
The Judges’ avatars are majestic, monstrous terrors. Each
• The avatar possesses three Utterances and any num- wields such incredible power as to shake the foundations
ber of appropriate Dread Powers for its form. It uses of reality, and even a meret of the Arisen must be cautious
Sekhem to activate Utterances, as below. before these alien and hateful divinities. However, the Arisen
do have a particular advantage they can bring to bear in what
• The avatar inflicts a heightened version of its might otherwise be a foolhardy confrontation with an avatar.
Emanation Condition on the immediate scene for as Existence shudders and retches at the unnatural presence of
long as it remains. a Judge’s manifestation, but the Arisen are channels between
Duat and the living world. An Arisen wields the power of her
• An avatar uses its Power + current Sekhem rating to own decree and her Sekhem to impose the might of her soul
determine its Clash of Wills pool. onto an emanation of Duat, shaping and reducing its presence
but at potentially great cost.
• Judge avatars burn through Sekhem at a ferocious rate.
For every scene the avatar remains active, it loses a dot As soon as an Arisen enters the area of an emanation,
of Sekhem. It may also employ any of the following she becomes aware of the Sekhem incantation her decree
capabilities at the cost of a dot of Sekhem: can channel against the manifestation, and the offering that
must be made to unlock it. She doesn’t learn the specifics of
• Reduce all damage from a single source to one point of the offering — for example, she may know she must offer the
damage, although it retains its existing damage type. heart of the benbenet’s loyal servant, but she has to find the
identity of the loyal servant, and indeed the benbenet, the
• Activate any or all tiers of a single Utterance it pos- hard way. Experienced Arisen with strong memories often
sesses. The avatar is considered to have all Pillars at 5 know of the full range of Sekhem incantations, but a mummy
for the purposes of calculating Utterance effects. can only ever bring forth that of her decree.
• Immediately instigate a reflexive Clash of Wills against Each incantation is paired with an offering that the mum-
a single supernatural effect affecting it or that it is in my must possess to use it. This often requires the Arisen to
contact with. delve into the nature of the benbenet at the center of the
emanation, investigating for secrets and symbols of the chosen
An avatar’s manifestation ends when it runs out of one’s nature and past. With the offering in the presence of
Sekhem, or when its health track fills with aggravated damage. the manifestation’s avatar, she spits forth her own Sekhem,
The subsumed benbenet may, if she desires, maintain the empowering her decree’s incantation to lay a brief, but perhaps
avatar for additional turns by spending a point of Willpower vital, magical binding upon the avatar.
each turn until she ceases or runs out.
Using an incantation is a reflexive action on the mummy’s
An avatar’s manifestation takes a terrible toll on the ben- turn. Each incantation affects a number of targets present in
benet. When the manifestation ends, the benbenet suffers 10 the scene up to the mummy’s ruling Pillar value, and she can
points of lethal damage, reduced by the number of successes include herself as one of these targets. When she uses the
rolled with the avatar’s Power + Resistance. If the avatar was incantation, she loudly announces her decree and infuses
destroyed by damage, only its Resistance is rolled. The ben- the spell with Sekhem; she must immediately make a Descent
benet may reduce the damage further by spending Willpower roll, meaning that these incantations can reap a terrible price
points on a one-for-one basis. from the Arisen’s power. The incantation takes effect for the
Once the emanation has extruded an avatar, it cannot do so duration of a single turn for every target, regardless of the results
again for some time. The avatar regains a point of Sekhem each of the Descent roll. To constrain and shape the power of an
day, and can be drawn through once more upon reaching Sekhem avatar is an act of incredible hubris and wise Arisen make as
10. The benbenet is able to drain Sekhem from relics or vestiges much use of an incantation’s brief benefit as they can.
when touching or holding them for one turn per dot rating of A mummy can use an incantation as many times as she wants,
the target. At the end of this period, the avatar regains one point although no more than once per turn, risking Sekhem loss each time.

The Judges 247


The incantations are as follows: for and want to forget, or a false identity that they hide
• Ashem: The offering is the benbenet’s deepest fear. This illegal deals behind and keep separate from their usual
may be the knowledge of that which the benbenet most life, but it must be a name that is not publicly or widely
truly fears above all else, or it could be a physical repre- known as being connected to them. The Usheb uses
sentation of some terrifying phobia that grips her. The this secret name to deny the power the avatar has over
Ashem uses this fear to blind the avatar. By activating the world around it. By activating the incantation, the
the incantation, the Arisen renders the incantation’s Arisen protects the incantation’s targets against any
targets entirely imperceptible to the avatar for a turn and all effects of the avatar’s heightened emanation
so that the avatar cannot see, hear, or even feel the for a turn.
touch of them, let alone sense them with supernatural
capabilities.
• Deshret: The offering is a failed endeavor of the ben-
THE SACRIFICE,
benet. This could be a representation of something MANIFESTATION OF AN-HOTEP
the benbenet strove to do yet could not, such as the
skull of a lover she could not save or the deed to a The Sacrifice is a manifestation of An-Hotep, the Bringer
property she lost, or the literal rubbish that’s left from of Sacrifice. An-Hotep is Judge to those committing violence
her attempt to craft something, but it must be a failure to perpetrate oppression or slavery. It has very few Arisen in its
that was meaningful to the benbenet and that still retinue, possessing some antipathy to the notion of chaining
hurts her when she recalls it. The Deshret uses this an immortal being to servitude — a contradiction at the heart
example of failure to pierce the avatar’s defenses. By of its nature. An-Hotep is particularly prone to manifesting as
activating the incantation, the Arisen empowers the a result, and the Sacrifice is its most common form.
incantation’s targets to strike at the avatar so that the Benbenet: She’s chattel, a victim of human trafficking
avatar cannot pay Sekhem to reduce the damage from — an example of modern slavery hidden in the shadows of
any of the targets’ attacks for a turn. the city’s gleaming spires, consigned to death to sate the sick
• Kheru: The offering is a symbol of majesty of the ben- fantasies of a wealthy ‘client’ when she’s finally given the
benet. This could be an object representing the ben- strength to bring the real balance due. He’s a downtrodden
benet’s authority over her minions — the nameplate off miner paying the earth’s cruel toll with his blood and limbs
the CEO’s desk, the rod of the cult leader — or some while the taskmaster glut themselves on the profits, brutalized
other personal item relating to her appearance and by the police during a union strike — and then vengeful fervor
grandeur, but it must have real meaning for both the takes utter grip of his soul. The Sacrifice stirs the benbenet
benbenet and those she influences. The Kheru uses this to violent retribution, and gives the strength needed to do
symbol of majesty to rebuke the avatar’s very presence. so — but the Judge does not care to help the downtrodden
By activating the incantation, the Arisen forces the themselves, only for bloody revenge upon the condemned. It
avatar to move to avoid the incantation’s target and thrives upon the pain of the oppressed, the sense of loss, upon
move as far away from all of them as possible for a turn. martyrdom for the cause.

• Nesrem: The offering is the heart of a loyal servant of EMANATION


the benbenet. This could be the literal blood-dripping
Crown: The benbenet does not suffer wound penalties.
heart torn from the chest of the benbenet’s closest ally,
Instead, she gains a number of bonus dice equal to the penalty
or it could be the presence of a hitherto loyal minion
she would normally suffer.
who has had a change of heart and now wishes to aid
the Arisen, but such a turning of allegiance must be Emanation: Any character suffering harm or injury at
real and genuine, and cannot be forced via magic. The the hands of someone with more authority or power gains
Nesrem uses this symbol of loyalty to turn aside the an additional Vice of Wrathful for as long as they remain in
avatar’s wrath. By activating the incantation, the Arisen the emanation.
protects the incantation’s targets against the avatar’s
attacks, reducing the damage from any attack the avatar AVATAR
makes against them to one bashing damage for a turn. The Sacrifice’s avatar appears as a bound and chained
• Usheb: The offering is a secret name of the benbenet. figure hanging in the air, shackles and ropes leading away from
This could be a moniker that they nurse great loathing it in all directions. With no visible skin or flesh, the Sacrifice

248 Chapter Five: Immortal Foes


is entirely covered in cloth, not the grandeur of a mummy’s Speed: 21
embalming but the rough coverings of an execution victim. Corpus: 20
Dark ichor seeps up and stains patches of its cloth with grue-
some filth. The limbs are too long to be human, as if wrenched Dread Powers: Armor ••, Constrict •••••, Reality
Stutter
out of their sockets, and they’re bent and twisted at painful
angles beneath the Sacrifice’s bindings. The Sacrifice cannot Utterances: Dust Beneath Feet, Feast of Ashes,
speak, instead issuing a gurgling burble that sends rotting Rebuke the Vizier
blood spilling from beneath its face-coverings in a torrent of Heightened Emanation: All wound penalties
gore and corruption. suffered by those present are doubled. Anyone
As the Sacrifice drifts along, the tormented figure twitches dealing damage to either an unresisting victim or
to the Sacrifice itself immediately suffers the same
and spasms, sometimes moving from one agonized pose to
amount of damage dealt back to them, as their flesh
another without passing through any motions in between. Its rips away in strips, blood fountaining from their
very presence sparks the nerves with pain, leaving a copper orifices.
taste on the tongue. Victims of the Judge’s malice end up like
the wretched figure, snatched in its tangling coils of chain to
hang alongside it like broken dolls. THE SPHINX,
MANIFESTATION OF NEB-HERU
Attributes: Power 14, Finesse 12, Resistance 13
Initiative: 25 The Sphinx is a manifestation of Neb-Heru, the Lord
Defense: 12 Above. Neb-Heru is That Which Watches The Watchers,
said to judge its fellow Judges, as well as claiming authority
Size: 7

The Judges 249


over all judging others in ill-conceived haste. Only a few, When the Sphinx speaks — and it does so often — the
dedicated Arisen follow Neb-Heru, seen as distant and aloof lesser heads all echo its voice. The avatar is a merciless thing,
even by their Timeless fellows. The Judge’s manifestations but it abides by a code of its own strange rules. It interrogates
often coincide with that of another of the 42, or appear so and questions rather than leaps to the attack and, should
as to obstruct or foil the efforts of a Judge’s Arisen servitors the victims navigate its verbal traps, the Judge allows them
that have, for some reason, fallen foul of Neb-Heru’s condem- to proceed unharmed. It usually challenges Arisen with an
nation. The Sphinx is its preferred manifestation for these inquisition as to their purpose and their actions and, if it
occasions, dispatched to directly detain and question any encounters the least contradiction or hypocrisy, deems them
Arisen unlucky enough to cross its path. subject to punishment. However, it has also been known to
Benbenet: She’s a magistrate, seemingly with all the power demand answers to riddles, complex mathematical problems,
and influence of judgment at her beck and call — but she’s or occult formulae. While loquacious, its expression never
always felt held back by the very code of law she serves, that changes. Even in battle, which it enters with cruel glee, it
there’s a distance between the practice of the courts and the maintains a stoic visage while ripping the entrails from its
ideal of justice itself. He’s a criminal crushed beneath the blind victims and crushing them underclaw.
wheels of order, bitter at his lack of agency in the face of a
behemoth of bureaucracy — and truly contrite over the harm Attributes: Power 13, Finesse 15, Resistance 14
his grievous transgressions have caused to individuals. The
Initiative: 29
Sphinx gives the benbenet the opportunity to exercise their
own judgment, but does nothing to reign in their excesses, Defense: 13 (15)
instead stoking the flames of their passions and self-confidence Size: 18
to unbearable levels. Upon confronting one of the Arisen, the Speed: 36
Sphinx’s benbenet truly believes they are worthy to do so —
and she likely seethes with resentment at the transgressions Corpus: 32
of a Timeless entrusted with such power. Dread Powers: Breath Attack ••••• (Flaying
sand), Catlike Reflexes, Impossible Proportions,
EMANATION Natural Weapons •••
Crown: The benbenet gains the rote quality on Empathy Utterances: Dreams of Dead Gods, Secrets
Ripped From Skies, Weighing of the Heart
and Investigation rolls, and can glean information from either
skill that is not readily apparent via physical evidence. Heightened Emanation: Uncontrollable epiph-
anies and whirling conundrums assail the minds of
Emanation: Any character faced with a puzzle, question, all present. Characters gain the Inspired Condition
or conundrum must attempt to answer or resolve it, or must for all mental rolls, but failure on any mental roll
spend a point of Willpower to avoid having to do so. Once she automatically becomes a dramatic failure. Any lie
has spent Willpower in this way on a particular query or puzzle, a character speaks immediately brands itself into
she does not have to do so for that specific instance in future. their skin as a statement, inflicting one point of lethal
damage in the process.
AVATAR
The avatar of the Sphinx is a nightmare reflection of the
creature’s iconic image. The immense body of a lion is covered
THE WRITHING OF EYES,
in scars that seep embers and tar, each ragged wound spelling MANIFESTATION OF BASTU
out a glyph that tears at the mind when witnessed. Rather than
proud majesty, the bestial form is withered and gnarled; the The Writhing of Eyes is a manifestation of the Judge
great humanoid head, bedecked in a corroded headdress, is Bastu, the Stare. Bastu judges those having ‘eaten their own
near-skeletal in its gaunt appearance. That face is crisscrossed hearts’ by attempting to cheat justice — most directly in
with sigils of glowing ink, the writing of a hundred baleful the way it scrutinizes the symbolic heart upon the scales of
curses upon transgressors. All sense of perspective breaks each soul that comes before it. Bastu craves the secrets and
down around the tottering beast; it rears over the horizon hidden knowledge that living beings hide within themselves,
even as it bends and cracks its form to slither through a sewer even feeds upon such, and no deception leads it astray.
grate. When it raises its foreparts up, a dozen lesser faces can The Writhing of Eyes is an extension of that craving, often
be seen running along its chest and belly — contorted human turned against Arisen trying to hold anything back from the
visages that stare blankly as they recite a churning mantra. Judge they serve.

250 Chapter Five: Immortal Foes


Benbenet: He’s a down-on-his-luck private investigator a organ there to make way for its own. When it attacks, the
hair’s breadth from being evicted or arrested as he scrabbles Writhing descends upon prey in a grasping, flaying tangle,
in the gutter for clues to a burning injustice that he just can’t ripping them apart and leaving only the heart behind.
let go, even as it consumes his life and pushes him across dan-
gerous boundaries. She’s a rich and powerful magnate turning
Attributes: Power 15, Finesse 14, Resistance 10
her furrowed brow to the desire to know, to discover, to see
every transgression that occurs within her corporate domain Initiative: 24
and set it right. The Writhing is drawn to mass surveillance, Defense: 14
both those who countenance its use and those watched and Size: 25
oppressed through its application. It encourages a hunger for
total awareness within its benbenet. The Writhing’s champi-
Speed: 29
ons can never see too much, never know too much, and no Corpus: 35
sense of privacy or restraint holds them back. Dread Powers: Camouflage •••••, Constrict •••,
Husk Puppet, Legion
EMANATION Utterances: Secrets Ripped From Skies, Weighing
Crown: The benbenet suffers no penalties to perception of the Heart, Words of Dead Dominion
rolls for any reason, sees perfectly in the dark or through Heightened Emanation: The eyes of all those
obscuring effects, and maintains total awareness of the area present before the Writhing seem to burn with
immediately around them. Supernatural attempts at invisi- insight; a character can see the pulsing heart within
bility or concealment avail nothing against the Writhing of the chest of any living being they look upon, wit-
Eyes. They also gain the Eye Spy Dread Power. nessing that character’s Vice and Virtue (or equiva-
lent trait) upon it and knowing the exact condition of
Emanation: Characters attempting Subterfuge or Stealth their health track and any physical injuries or con-
rolls treat all failures as dramatic failures. Doing so also causes ditions with which they are suffering. Furthermore,
the character to suffer a malign growth somewhere on their anyone who is not being looked upon by another
body; over the course of a day, a staring eye buds from their character apart from the Writhing of Eyes suffers
flesh, inflicting an Integrity breaking point and allowing the one point of bashing damage each round, as flesh
benbenet to treat them as part of the Eye Spy power’s network. turns to sand and skin peels away. Tearing one’s
Leaving the emanation causes the eye to metastasize into a own eyes out negates this effect.
normal, albeit malignant, cancer.

AVATAR THE SCORPION BANNER,


The Writhing of Eyes is horrendous in form, even by MANIFESTATION OF HER-URU
Judges’ standards; a mass of writhing tendrils, some squamous
of hide and some fleshy, ending in an androgynous human The Scorpion Banner is a manifestation of Her-Uru, the
head with blank skin instead of eyes. When the human heads Face of Dread. Her-Uru presides over those using terror as
open their mouths, though, their protruding tongues bear a their weapon, particularly over their own kind. The Judge
staring eyeball, or a whole polypous mass of ocular organs. accepts the place of fear as a coercive tool in the ordering and
The Writhing’s tendrils seem infinitely long, snaking away to maintenance of civilization, but is outraged by its use on the
someplace else; their terminus cannot be found. The whole part of those who would bring chaos. The Scorpion Banner is
thing appears as a swaying, thrashing tangle, the heads moan- a nightmarish manifestation of the enforcement of authority
ing and drooling as the forest of eyes obsessively tracks the against such rogue elements — a soul-crushing numbness that
slightest movement in its surroundings. denies terror its bite.
The Writhing is content to watch at first, burning through Benbenet: He weeps and rages in the ruins of his home,
Sekhem while it observes and gathers information. If tracking wounded by a bomb blast but luckier, perhaps, than the lines
interlopers or transgressors, it moves through the environment of bodies executed outside by the militia as a ‘lesson’ to others.
in their wake as a tendril peering from a window here, a gently She’s an enforcer of law and order, representing an edifice of
waving eye-stalk above the rooftop there. It seizes puppets with power but craving the ability to surpass the red tape and weak
brutal efficiency, boring into the meat of a hapless human and stomached civilians she believes hold her back from stamping
rooting through their innards until it can force a tongue-eye out the gangs terrorizing the district or the insurgent forces
through their brain and into an eye-socket, dislodging the defying her nation. The Scorpion Banner’s crown most often

The Judges 251


settles on officials wishing to reduce their foes to dust and raise the 8-again quality to any teamwork rolls performed in his
up the battle standard of their empire over the vanquished. presence.
Emanation: A numbness creeps through the soul, quelling
EMANATION fear. Humans are unaffected by Terror Sybaris and gain a +3
Crown: The benbenet gains the Monstrous Resilience bonus to their Composure against any source of terror, but
Dread Power, and may spend a point of Willpower to grant suffer a commensurate −3 penalty to Empathy and perception

252 Chapter Five: Immortal Foes


rolls. A character succeeding at an Intimidate check against AVATAR
another human within the past month is unaffected by both
bonus and penalty, but begins at the worst possible impression The Scorpion Banner is a colossal, warped scorpion, bigger
in any social maneuver against characters who are under the than a main battle tank with a carapace bristling with serrat-
Condition’s full effects. ed edges, and immense claws that can crush a vehicle like a
tin can. The avatar’s face appears as the viewer’s own, eyes
contorted wide in terror and the jaw replaced with threshing
arthropod mouth-parts. Bands of gold and copper encircle the
scorpion’s limbs and dangle from the spines along its back.
From the great, arcing tail hang banners of flayed human skin,
bearing the glyphic marks of lost Irem.
The Scorpion Banner is an unsophisticated avatar, formed
purely for the purpose of destruction and slaughter. Unable to
speak, it screams in a ghastly, tortured wail that even invades
radio frequencies across the area, causing listeners’ ears to bleed.
If idle and without immediate prey to butcher, it mindlessly
skins the dead and decorates its spines with their flayed hides.

Attributes: Power 15, Finesse 13, Resistance 15


Initiative: 28
Defense: 13
Size: 20
Speed: 33
Corpus: 35
Dread Powers: Armor •••••, Mangle, Natural
Weapons •••••
Utterances: Awaken the Dead, Fury of Sekhmet,
Water of Life and Death
Heightened Emanation: The cold numbness of the
emanation intensifies, inflicting a −3 penalty on Initiative
and Defense. Any character immune to the regular ema-
nation due to inflicting intimidation or terror immediately
suffers the Arm Wrack Tilt and a point of aggravated
damage as their left hand tears itself free from their flesh,
fingers contorting and twisting to become a warped
scorpion of bone and sinew that skitters away.

THE GIVER OF GIFTS,


MANIFESTATION OF HERAF-HET
The Giver of Gifts is a manifestation of Heraf-Het, also
called Whose Face Is Behind It, a particularly obscure and
inscrutable Judge. Heraf-Het deals with transgressions of fine
distinction, where wisdom is required to assess matters properly
or where the slightest of technicalities or differences in opinion
could give rise to an unrighteous outcome. As a result, Heraf-
Het has few Arisen servitors; little about the Judge resonates
with a righteous spark in the soul of most mummies. Indeed,

The Judges 253


Heraf-Het is reputed to use entirely different strains of immortal — a dangerous proposition for the unwary, for its very words
as its servitors, shackling them to its service as punishment for can barter life-force back and forth. For some Arisen, though,
whatever unwise transgressions it can exploit. Whose Face the risk is worth the reward: Sekhem traded for insight, and
Is Behind It lacks the retinue needed to funnel a significant a chance to harden the foundations of Memory.
portion of Sekhem into its grasp, and instead uses subtle man-
ifestations such as the Giver of Gifts to take its rightful due.
Attributes: Power 10, Finesse 15, Resistance 14
Benbenet: She is smart, clever, motivated, but the slings
Initiative: 29
and arrows of fortune have laid her low, her every effort foiled
by the judgment of fools who knew less than she. He’s a great Defense: 10
judge of character who made one little mistake in who to trust, a Size: 7
single subtle error causing a fall from grace that he now bitterly Speed: 32 (flying)
regrets. The Giver’s benbenet always crave a second chance, an
opportunity to try it all again armed with the knowledge and Corpus: 21
understanding they now possess, often including the desire for Dread Powers: Flaying Word, Mirage
vengeance against those who benefited from their fall. The Utterances: Dreams of Dead Gods, Gift of the
benbenet now acts as a thumb on the scales, a trickster-figure Golden Ankh, Shadow of Time
taking small but important actions to make sure everyone gets Heightened Emanation: Any Descent rolls
what they deserve, usually as a chain of transactions that ends made in the Giver of Gifts’ presence have a +2 dice
up with a relic or vestige in the Giver of Gifts’ hands. bonus, and breaking points against Memory gain
the same bonus. An Arisen negotiating the trade of
EMANATION her Sekhem to the Giver of Gifts in return for greater
understanding of her identity loses a point of
Crown: By allocating the benefits of any number of the
Sekhem immediately, gains a Reminisce Beat, and
benbenet’s Merit dots to another as a gift — such as purchasing gains a +5 dice bonus to her next breaking point
something with Resources dots, helping someone out through against Memory. There is no time limit as to when
Allies dots, or the like — the benbenet temporarily gains an equal this bonus can be called upon, but it always applies
number of Merit dots of any kind to use as he sees fit. These new to her very next breaking point; she cannot bank it
Merits can be used once, and the benbenet cannot gain more for a later lapse.
through the Crown until existing Merits have been expended.
Emanation: Bureaucracy piles up and tangles, legalistic thought
patterns bloom parasitically in the minds of the populace, and the THE SCREAMING FLOCK,
letters slither off contracts to drip ink onto the floor or corrupt MANIFESTATION OF NEB-ABITU
a hard-drive’s data. All failures on dice pools to interact with or
navigate legal or bureaucratic matters become dramatic failures, The Screaming Flock is a manifestation of Neb-Abitu,
and extended actions interacting with such processes or laws take called the Lord of Horns. This Judge is newly ascendant as
twice as long as usual. Transactions or negotiations over relics, of the 21st Century; it claims purview over those conjuring
vestiges, or other Sekhem-rich objects are exempt from these effects. and spreading gossip and false news that obscures matters of
truth and serious import. Long consigned to the ranks of the
AVATAR weaker Judges, Neb-Abitu now draws power from the bloated
The Giver of Gifts appears as a mummified figure, wrapped in informational madness of propaganda and communications
linen bearing glyphs of dire portent. Ragged wings unfold from its swelling in recent human history. As a timeless being, it is
back, hanging with darkly-stained strips of cloth rather than feath- paradoxically empowered in all previous time-frames as well.
ers, and its face is concealed behind a smooth oval mask of copper The Screaming Flock is its greatest and most incomprehensible
polished to a mirror-sheen. When the avatar speaks, its voice manifestation.
sounds with metallic echoes. If wounded or torn, spools of bloody Benbenet: He’s the conspiring leader of a state intelligence
linen spill from the rents in its form in place of true flesh or blood. apparatus, repulsed by the societal corruption he sees inflict-
The Giver of Gifts only rarely manifests for the specific pur- ed by the very propaganda in which he is complicit. She’s a
pose of inflicting violence; instead, the Judge uses the avatar to queen of the social scene, stung by the morass of falsehoods
protect its benbenet from even worse consequences, or when that drown her world and the dawn of the age of fake news.
it has the opportunity to glut itself on a bounty of Sekhem. It Neb-Abitu doesn’t bother with anyone but the greatest and
prefers evasion to battle, and discussion to physical conflict most influential figures, benbenet who want to drown it all out,

254 Chapter Five: Immortal Foes


burn the whole thing down and start again from a clean, pure Speed: 40 (flying)
beginning. Their malevolence usually becomes wide-ranging Corpus: 43
and indiscriminate before long, rapidly losing sight of the
difference between cause and symptom, and between truth Dread Powers: Destructive Aura •••••, False Ka,
Natural Weapons •••
and their own opinion.
Utterances: Pestilent Whispers, Words of Dead
EMANATION Dominion, Wrathful Desert Power
Crown: The benbenet gains the rote quality on perception Heightened Emanation: Characters in the
presence of the Screaming Flock cannot communi-
rolls, and never suffers penalties on hearing-based perception
cate with anyone apart from the avatar. Whatever
rolls or on surprise rolls to detect an ambush. means they might attempt to convey a message,
Emanation: Characters stating a minor falsehood or half- whether words, writing, or body language, is ren-
truth suffer a point of bashing damage, the tongue begins to dered completely incomprehensible as long as they
ache, and blisters with unpleasant boils. When a character remain near the Judge’s manifestation. Any attempt
suffering damage in this way encounters an immortal, such as to invoke an Utterance by characters other than
an Arisen, who tells a lie, the character vomits up a scorpion the Screaming Flock requires the expenditure of an
with the head of a lion, suffering a point of lethal damage additional Pillar point to force its power past the
gibbering reality-static the avatar emits.
in the process. The scorpion screams a denunciation of the
immortal’s lies before scurrying off. Enough such scorpions
spawned through falsehood ultimately forms a lion-headed
Amkhat in the area.
THE MINOTAUR,
MANIFESTATION OF NEHA-HATU
AVATAR
The Minotaur is a manifestation of Neha-Hatu, the
The Screaming Flock’s avatar is a swarm of grotesquely
Stinking Body. The Judge’s purview are violators of another’s
twisted, large owls, each bearing the head of a hairless man
basic needs — the taking of life, the denial of food or shelter,
with bloody rents instead of lips. The mass of wretched mon-
and so on. This is a very wide-ranging remit, and constantly
strosities move in cohesion. When they take wing, gusts of
brings Neha-Hatu into conflict with other Judges’ overlap-
sand and scraps of flayed skin whirl among their beating wings.
ping portfolios. The Minotaur is among the most frequently
At rest, the whole flock roosts on whatever perches are avail-
recorded of all manifestations by any Judge, unleashed to
able and stares at whoever has its attention with its myriad of
contest Sekhem or interfere with other Judges’ Arisen on a
pupil-less eyes. The harpy-things speak through screeches that
regular basis. How the Stinking Body possesses so deep a well
somehow harmonize into a pure, clear tone — the emergence
of Sekhem to draw upon is a mystery to the Deathless, as few
of the beautiful from the worthless.
Arisen serve its overly vague and unfocused purpose.
The Screaming Flock listens patiently to anyone speaking
Benbenet: He bears the marks of his deprivation in the
to it, carefully gauging the truthfulness of their words. When
scars and skeletal gauntness of his frame, a poor man denied
riled, the swarm whips itself into a screaming maelstrom,
even the basic sustenance he needed to make it from day to
sending streams of birds to tear and rip at victims with their
day until the Minotaur’s immanence slammed into his soul.
avian claws and all-too-human teeth. Individual harpies
She still looks as sick, diseased, as the day the officials drove
are expended as needed, smashing into structures in bloody
her away and left her to die out of fear that she might be
impacts until windows shatter or walls buckle so that the
contagious. The Minotaur grants its benbenet strength and
Screaming Flock can move forward; new birds emerge from
resilience in wild contradiction to their apparent frailty, but
the heart of the storm. In the flock’s wake, it leaves the corpses
shows no particular care or tenderness. It uses and abuses
of the slain without their tongues, surrounded by revelations
them, subordinating their will if necessary, and tossing their
of their true feelings written in their entrails.
ruined lives aside once it is done with whatever short-term
purpose it pursues.
Attributes: Power 15, Finesse 15, Resistance 13
Initiative: 28 EMANATION
Defense: 15 Crown: The benbenet is unaffected by the Poisoned and
Size: 30 Sick Tilts, and gains the rote quality on all Stamina-based
dice rolls.

The Judges 255


Emanation: Characters are troubled by corrupt vermin. outraged at any transgression against the posthumous. The
Pestilent rats, skittering cockroaches and bloated scarabs Shadow Judge doesn’t just come for mortal offenders, though;
scurry behind the walls and infest the home. Their numbers Tcheser-Tep’s manifestation pursues Arisen wreaking ruin
are not so great as to be a plague, but enough to lend a fec- against the resting places of rivals, attempting to force their
ulent air to the area of the emanation. Characters suffer the allegiance to the Exalted Hand and receive their punishment.
moderate Sick Tilt upon entering combat. Benbenet: She’s a ragged gravedigger, raging at the disre-
spect and vandalism of the old crypts in her graveyard and the
AVATAR ruination of long-buried bones beneath the hungry excavators
A ghastly chimeric being, the Minotaur is an immense and of modern machinery. He’s a millionaire with a tendency for
rotting scarab bedecked with the gleaming ornamentation of a the macabre, planning to be commemorated forever with the
sacred beast of Irem. Lapis lazuli and gold adornments stand in grandest legacy he can possibly leave behind, and determined to
stark contrast to splits in its carapace that ooze festering ichor keep it out of the hands of his thieving family and the vultures
and clouds of flies. Its head is that of a bull rather than a beetle, of the government. Benbenet of the Shadow Judge often have
with large horns and a golden gorgerine armoring the neck. a morbid streak, but most nurse an obsession with their own
Reality breaks down around the Minotaur; angles and sur- posthumous preservation, desiring a monument to their life and
faces cease to follow their usual meanings. Corridors loop back the protection of their remains against those who might, in the
on themselves or spit out impossible rooms that would leave future, desecrate their ideal place of repose.
Escher dizzy. The avatar moves its bloated bulk along with
implacable strength, cornering foes and pulverizing or crushing
EMANATION
them. Vermin spontaneously erupt from the carcass of any Crown: Weapons and sources of harm that would nor-
such victims, reducing the corpse to beetle-picked bones in mally deal lethal or aggravated damage to the benbenet only
moments. The Minotaur can speak, but rarely does so except inflict bashing damage.
when coercing an Arisen to join the Stinking Body’s retinue. Emanation: Characters in the Emanation are treated as
having the Open Condition toward ghosts.
Attributes: Power 14, Finesse 14, Resistance 14
Initiative: 28
AVATAR
Defense: 14 The Shadow Judge assembles itself from whatever stone,
earth, or masonry is to hand, pulling bricks and rocks and
Size: 15 fragments together into a looming, jackal-headed figure. A
Speed: 33 strange half-light shimmers amid the rubble, its wan rays
Corpus: 29 stirring a sense of nausea and disorientation in the minds of
those looking upon the avatar. No matter from what angle
Dread Powers: Armor •••••, Pestilent Cloud
one views the Shadow Judge, it seems to stand before a bridge
Utterances: Dust Beneath Feet, Pavane of Eternity, or expanse, as the fabric of space and time beyond it stretches
Water of Life and Death and warps towards a distant point of that same gray radiance.
Heightened Emanation: Anyone attempting The Shadow Judge is methodical and implacable, each
to leave the Minotaur’s presence must succeed at footstep shaking the earth. Tormented faces press up from
a Wits + Composure check minus the Minotaur’s
the ground in its wake, murmuring distressing portents and
remaining Sekhem else find they are back in the
scene, no matter what approach they attempt to begging for release. Pieces of rubble and debris in the vicinity
take. but unclaimed by the avatar stack or assemble themselves
into baroque and macabre shapes, forming grinning skulls
of brick and metal or crypt-like assemblies that topple and
THE SHADOW JUDGE, collapse when the Shadow Judge has passed. All color leeches
MANIFESTATION OF TCHESER-TEP from anything the Judge touches, rendered silvery-gray and
lifeless in hue.

The Shadow Judge is a manifestation of Tcheser-Tep, the


Exalted Hand. Tcheser-Tep concerns itself with desecration Attributes: Power 15, Finesse 10, Resistance 12
of the dead and disrespecting their tombs, taking particular Initiative: 22
offense at the plundering or vandalism of Arisen tombs, but Defense: 10

256 Chapter Five: Immortal Foes


Size: 10
Speed: 25
Corpus: 22
Sekhem and Immortals
Dread Powers: Armor •••••, Ghost Touch
Utterances: Awaken the Dead, Feast of Ashes, Sekhem serves as a Supernatural Advantage
Words of Dead Dominion Trait for immortals. If they are invested or other-
wise possess Pillar points, their Sekhem rating
Heightened Emanation: Any character dying determines the benefits received when reinforcing
in the Shadow Judge’s presence immediately gives Physical Attributes. They add their Sekhem rating to
rise to a tormented ghost, bound to the avatar’s the activation roll for any Supernatural Merit they
command and acting to protect it. possess. In moments of desperation, the Endless
can expend a dot of Sekhem to either refresh all
THE IMMORTALS Willpower points or fully heal all damage.
Most Endless don’t risk Descent, hoarding their
T he Deathless and the Lifeless aren’t the only immortals
present in the world. The Arisen consider these other
long-lived beings deeply flawed. No Judge blessed them, and
precious Sekhem indefinitely. Immortals spending
a dot of Sekhem on an effect recoup the costs
as with Sanctity of Merits, but the recovered
they didn’t survive the harrowing, soul-baring experience of Experiences must be used to purchase traits oth-
the Rite of Return. What meager power they possess can’t er than Sekhem. Losing one’s last dot of Sekhem
hold a candle to the might mummies wield, and no wisdom inflicts the Going Westward Condition until the
they glean from their long, linear lives compares to that the immortal is able to undergo their ritual to restore
Arisen gather during their Descents. their immortality.
The immortals would beg to differ — they are not the ones Immortals may drain Relics of Sekhem dots, but
who sleep entire centuries away, after all, and most of the don’t add these to their own rating. Drained dots
time, their memories remain intact. Yet, the Rite of Return are freed of the vessel and must be used within three
only had to be performed once, and requires no further rituals turns before the Sekhem dissipates into the world.
to renew its effects. How lovely, to not have to worry about
upkeep. How grand, to know your followers can call you back
from the dead when all that’s left is your heart.
Mummies call such immortals the Endless. Where the the mummy out of her henet, and look for ways to apply that
Arisen braved death and came through it all the stronger, knowledge to her own longevity. The Arisen may also instill
these beings fear it and seek instead to stave off their demise the power of his Pillars in an immortal — what better servant
as long as they can — preferably forever. Like the mummies, than someone who stays the same Descent after Descent?
most of the Endless rely upon Sekhem to prolong their lives. Who understands even the tiniest bit what it’s like to watch
They may call it life force or essence, or describe it in other the centuries flash by?
arcane terms, but those immortals who have encountered
the Arisen sense it within the Deathless. Immortals are like CREATING IMMORTAL
moons to the mummies’ Earth, drawn into their orbit by the
raw force of Sekhem flowing through them. CHARACTERS
The Endless covet relics and vestiges as well, looking to Players wishing to play immortals follow the character cre-
them as another source of Sekhem to power their rituals. ation procedure outlined in Chapter Three for mummy charac-
Sometimes they’re akin to the Shuankhsen, greedily draining ters, which is largely the same for immortals, except they add the
the power from the vessel. Other times, it’s enough to possess Endless Template at Step Five instead of the Arisen Template.
the artifact and let its proximity boost their spells’ potency.
Both have led to bloody clashes between Arisen and the THE ENDLESS TEMPLATE
Endless.
Immortality
The relationship isn’t always an antagonistic one, however.
Immortals join mummy cults, gaining access not only to ves- Decide upon the method your character uses for their
sels, but also to a network of cultists and sorcerers. Endless who immortality.
earn an Arisen’s trust gain insight into the rites that summon Blood Bathers rely upon the blood of their victims to stave
off the passing years.

The Immortals 257


Body Thieves take new bodies to replace their own. Endless may purchase Supernatural Merits as though they
Mystical Thieves rely upon strange rituals to seize a body, were mortal characters. Many of the Endless become sorcerers,
while Psychic Thieves do so by sheer force of will. and the secret of many immortals’ longevity rests in Open
Eternals invest their mortality into a relic, which they or Closed Rites they learned or created. For these ritualistic
protect at all costs. immortals, Storytellers and players should work out whether
these rituals carry additional effects or requirements beyond
Reborn reincarnate, carrying their memories and experi-
the basic type of immortality.
ences from one lifetime to the next.
Regardless of their type, all Endless gain a Beat whenever
Each type of immortality also has associated Aspects,
their source of immortality is truly threatened, whether it is
mystical traits possessed by all Endless pursuing immortality
an Eternal fighting to rescue her fragile anchor from a burning
by these methods. For immortals relying upon a ritual to
building or a Blood Bather watching his final seconds ticking
maintain their immortality, this ritual doesn’t count against
away as he struggles to locate a replacement golden tub.
their maximum number of rites. Eternals begin with a free dot
of the Relic Merit to reflect their anchor.
BLOOD BATHERS
Curse She lays out her instruments lovingly: the stone bowl, the
Determine the process required to renew or maintain her silver knife. The dull throb of arthritis threatens in her fingers,
immortality. If she’s a Blood Bather, determine the compo- an ache she hasn’t felt in a decade. She hasn’t missed it, but it’s
nents of her bathing ritual: bath, blood, frequency, and prepa- as good as any alarm clock. If she hadn’t marked the date in her
ration. How does the Body Thief transfer his consciousness calendar then that flare of pain would have been her warning.
from one shell to another? What is the Eternal’s anchor, and In just a few more hours the ache will subside for another ten
how does she protect it? If he is Reborn, must he perform a years. Twenty, maybe, if she can lure the Arisen here. She
certain task to ensure his next incarnation? imagines the bowl filled to brimming with his Sekhem enhancing
Favored Attribute the blood she’s already harvested. She can almost feel it, hot on
her skin, smoothing away the wrinkles that have reappeared.
Each type of immortal has a favored Attribute. They gain
a free dot in this Attribute and their first dot of the Endless Tonight, she turns thirty for the ninetieth time.
Potency Merit for the same Attribute. Immortals may acti-
vate their favored Attribute’s Endless Potency Merit for a WHO THEY ARE
Willpower point.
A countess sinks into a copper tub, submerging herself
Sekhem chin-deep in the blood of her freshly-killed handmaids. A man
Immortals begin with one dot of Sekhem, and may raise it dangles from the ankles in an abandoned barn. His killer slices his
higher for 5 Experiences per dot. The Endless have a maximum throat and stands beneath, letting the blood soak him like rain.
Sekhem rating of 5. A celebrity enters an exclusive spa, there to undergo a “Vampire
Facial.” Only, her procedure is nothing like the ones the fashion
Integrity magazines describe. The blood they use isn’t hers, for starters.
The Endless maintain their Integrity scores, beginning at Blood bathers are immortals who prolong their lives through
7 for most Endless, or 5 for Blood Bathers. The method of the the power inherent in human blood. Why waste youth on the
character’s immortality should be taken into consideration young, when you can be young, strong, and healthy forever?
when deciding upon breaking points. The key to eternal youth flows through the veins of every living
Virtue and Vice human, but few understand how to harness it. Blood bathers
have learned ways to distill that essence — what the Arisen
Like mortal characters, immortals have a Virtue and recognize as Sekhem — and stave off the effects of aging. Some
Vice. Use the examples of Balance and Burden (p. 102) for halt at the age they are when they first perform the ritual. Others
inspiration. watch the years roll back as the blood soaks into their skin.
Investment Death will have to wait a while longer to claim them.
If she’s part of a mummy’s cult, list any Pillars the Arisen No two Blood Bather rituals or their results are exactly the
invested in her. The immortal gains the benefit of their mas- same, but they all share one common, grisly requirement: the per-
ter’s decree (p. 39) and may access Tier 1 Utterances known son (or persons) whose blood powers the bathing ritual must die.
to her master, spending their invested Pillars to fuel it. Every culture throughout history has produced Blood Bathers,
though the rituals they perform to ensure their continued youth

258 Chapter Five: Immortal Foes


vary widely. Although there’s no single, definitive origin, the or require that the tub be made of a certain material. The time
sorcerers of the Adelfoi Aimatos (p. 281) developed some of the of day or year might be a factor. A few bathers don’t need to
earliest-known rituals, and many present-day rituals use elements actually submerge themselves in a tub, but can instead coat
of their methods. The bathing ritual is a highly personal one; even themselves in blood to the same effect.
those rites that have been handed down from mentor to student for The Blood describes the source of the blood and the
thousands of years change from one generation to the next. Every quantity the Blood Bather needs. Some aren’t choosy, using
Blood Bather makes adjustments and adaptations. Comparing a blood from whatever victims are convenient. Others only use
modern procedure to its ancient predecessor is like a gruesome blood from certain people (young or old, man or woman, spe-
game of telephone — you can see the similarities between the two, cific blood types), and some bathers only perform their ritual
but the end result is utterly different from the original. if the blood comes from a supernatural source. Some Blood
Some of the oldest stories refer to a bather who submerged Bathers use preserved blood, allowing one victim’s sacrifice
themselves in a pool of blood and emerged from it as a god. to power several cycles’ worth of rituals before they have to
Arisen hearing the tale wonder if this is a strange interpretation replenish the supply.
of the Rite of Return. After all, their descent into Duat was The Preparation defines how the blood is prepared for the
much like being submerged. They sloughed away their sins ritual. Mixed with herbs, or stored in a bronze vessel for several
and stood before the Judges. How much more naked can one days; some Blood Bathers need the blood to be untainted by
feel when the Lords of Duat can see every flaw, not on your other fluids, while others don’t mind a little mess.
body, but on your very soul? The Arisen’s return to the world
The Frequency dictates how often the bathing ritual must
is akin to rising from the bath: their souls were clean and pure,
be performed for the Blood Bather to maintain her immortal-
changed irrevocably. This ancient bather’s wounds closed as
ity. For some, years might pass before they need to carry out
soon as they were inflicted, the way a mummy’s sahu repairs
the ritual. Others might need to renew it more frequently:
their body. While the Rite of Return didn’t make the Arisen
monthly, weekly, or even daily — though when the bodies
gods, the Utterances they can call upon at the beginning of each
stack up that quickly, a Blood Bather’s risk of getting caught
Descent are as close to godhood as most mortals could imagine.
increases exponentially. This also determines how much
leeway the bather has. Can her ritual only be performed on
THE BATHING RITUAL the same date every year, or does she have a few days either
The bather has to be willing to get his hands dirty for the side as a buffer?
bathing ritual to work. Not only does the blood’s original Once a Blood Bather performs the ritual successfully for
owner have to die, the person performing the rite has to be the the first time, that’s how he must perform it for the rest of his
one to take his life. That is, most often, the hurdle would-be life — however long that may be.
Blood Bathers can’t get passed. It’s all academic until you’re
standing over a victim, holding a knife, and hearing them BLOOD BATHER SOCIETY
beg. Without that last depraved act of will, the ritual fails.
For the most part, Blood Bathers don’t associate with each
A person in search of immortality frequently spends years
other. Hanging out with other mass murderers is risky for all par-
researching how to attain it. They study ancient texts, read up
ties should any one of them get caught. However, some Blood
on Elizabeth Bathory, and spend long nights on the darkest
Bathers are willing to risk it. Perhaps they’ve found the people
parts of the internet. Some find a mentor willing to show them
with whom they wish to spend eternity and developed a bathing
how to achieve it, though first they have to earn the mentor’s
ritual together. A handful of Blood Bathers cultivate mortal
trust. After all, people who confess to strangers that they’re
followers, promising that someday they’ll teach them the trick
murdering others to achieve immortality are likely to end up
of eternal life, if they spend a while helping to hide the bodies.
in jail. Blood bathers unable to find a mentor cobble together
a ritual on their own, picking and choosing elements from While possible to do it on the cheap, being a Blood Bather
sources they’ve found until it seems complete. can be expensive. It’s easier to perform the bathing ritual in a
private space where you control access. Ritual materials get
Every ritual has four major components: the bath itself,
pricey, especially when they’re hard to procure and cumbersome
the source of the blood, how the blood is prepared, and the
to ship. Even before he performs the ritual for the first time, a
ritual’s frequency.
Blood Bather has likely spent a small fortune on research, col-
The Bath refers to the physical vessel and setting for the lecting rare books, and travelling around the world to interview
ritual. Some Blood Bathers use any tub that’s convenient, experts. Many Blood Bathers are wealthy, using the advantage
whether it’s their own bathtub, or one at a no-questions-asked, of their long years to build up sizable savings. For those lacking
no-ID-required hotel. Others have to use one specific vessel, any stock market savvy, they can always rob their victims.

The Immortals 259


THE ARISEN AS FOES
Blood bathers occasionally stumble across mentions of
the Arisen while researching their bathing rituals. They hear
about the Deathless in a general sense first, attempting to
delve further into the information available. Any immortal
is potential inspiration for their own process, and the Rite of
Return presents an intriguing possibility.
Unless she discovers a specific mummy or his cult active in her
area, a Blood Bather usually encounters relics and vestiges before
coming face-to-face with one of the Deathless. She recognizes the
Sekhem in a vessel as the very substance flowing through her in
such sweet abundance the nights she bathes in blood. Adding the
Sekhem contained in a relic to her ritual could boost its potency,
maybe lengthen the interval between rituals, or shave another
ten years off her age, or grant her extraordinary powers.
When a Blood Bather meets one of the Arisen, the sheer
amount of Sekhem the mummy holds is like a beacon. So
much life force contained in one single body! She covets it,
imagining how many years the mummy’s blood would add to
her life — how many centuries.
Of course, just like with the bathing ritual, murdering one
of the Arisen is easy when it’s a theoretical exercise. In practice,
it’s probably not the idea of murder the Blood Bather has to get
past — he’s already a killer at this point — but the incredible
strength the Deathless possesses. Smart Blood Bathers look
for easier targets. An Arisen at the end of her Descent has less
Sekhem at her disposal than one fresh from her henet, but she’s
also less able to stave in your chest with one blow.
Blood bathers also occasionally insert themselves into a
mummy’s cult. Why try breaking down the doors when she
could be invited in? Joining the cult and working her way
up its ranks grants her opportunities to get near the relics in
the tomb and its Lifeweb. Once she has their trust, she only
needs to wait for her opportunity to snatch up the vessels she
needs and disappear. If the Arisen counts her as part of his
inner circle, it’s far simpler to lure him to her ritual chamber
when the time comes.
Those surrounding the mummy are also fair game to a Blood
Bather. The sorcerers performing the Call bring back an Arisen
whose body has been destroyed — a feat she’d surely like to
study. The Arisen invests her Pillars in her Sadikh, and while his
Sekhem levels aren’t nearly as high as his master’s, they’re more
potent than a regular mortal’s and he’s a far easier kill.
Targeting a mummy and his cult is perhaps foolish for Desperation.
a Blood Bather. She literally makes an eternal enemy if the Even though she’s put death off for now, a Blood Bather’s
Arisen finds out who’s after him. Even when he succumbs to immortality is contingent on her bathing ritual. Not all bathers
henet, his cult may come after her to eliminate the threat. enjoy taking lives to prolong their own (though some certainly
What would make a Blood Bather risk everything she’s worked do). With enough Sekhem enhancing her ritual, perhaps death
so carefully to build? may never catch her!

260 Chapter Five: Immortal Foes


THE ARISEN AS ALLIES the rite, curious how each component affects the outcome.
Bathers intrigue sorcerers as well — many are self-taught, their
Although many Arisen tsk and tut at the Blood Bathers’ bathing rituals a mishmash of occult concepts that shouldn’t
version of immortality, the Mesen-Nebu watch their results even work, metaphysically speaking — and yet...
with keen interest. What is a bathing ritual, if not a gory
More than just guinea pigs for the magic-users, Blood
form of alchemy? Similarly, the Tef-Aabhi study variations in
Bathers in a mummy’s cult participate in parts of the rituals

The Immortals 261


not for the faint of heart, rites requiring a strong stomach and She learned the secrets of the bathing ritual from an older
a steady hand with a blade. actor friend, when she noticed the roles she was offered started
They also act as the Arisen’s assassins when the need arises. changing and the work dropping off sharply. She was getting
If anyone knows how to make someone disappear without older, and the men in the casting departments preferred
being noticed, and how to get rid of the bodies efficiently, putting fresh-faced young women in front of the cameras.
it’s the Blood Bathers. What they do with the leftover blood Lisette’s a mediocre actress, but an exceptional killer. Her first
is none of the Deathless’ concern. victim was a casting director known for his shitty treatment of
women. She mixed his blood into the bath when she returned
Favored Attribute: Presence
home, and rose from the water looking ten years younger.
Aspects Though she knows it’s the ritual that does the trick, Lisette
Bathed in Life: The bathing ritual heals all bashing and can’t help but feel like the act of killing rejuvenates her as
lethal damage, and downgrades aggravated damage to lethal. well, giving her that rosy glow.
It also keeps the bather in their prime, whether by maintaining She’s hunted outside of Los Angeles ever since, so the trail
an ageless state or by regressing them to their younger self. If of the missing doesn’t lead to her. She smooth talks her way into
their ritual fails, they suffer the Going Westward Condition. strangers’ homes or hotel rooms, relying on the various roles she’s
Infusing the Soul: Invested Blood Bathers may pour one played: country girl in the big city, carefree drifter, mysterious
of their sovereign’s Pillars along with the blood into their bath customer at the bar, whatever piques their interest and gets them
in addition to the usual requirements for the ritual. Doing so talking. From there, she lures them somewhere quiet and kills them.
bestows a single Soul Affinity of the relevant Pillar (chosen Lisette’s looking for a way to make her youth last longer,
by the player, not the character) upon the bather until their and research has pointed her towards the concepts of vessels
next ritual bath. The bather’s Sekhem substitutes for Pillar and Sekhem.
rating for this Affinity when necessary. Description: Lisette’s a thin, dark-haired white woman
Sacrificial Secrets: Blood bathers begin with six additional appearing to be in her early 20s. She’s on top of fashion trends,
starting Experiences at character creation. Whenever the and always camera-ready.
Blood Bather performs their ritual and successfully manages Storytelling Hints: Approachable and friendly, Lissette
to conceal all evidence of it without getting caught, they happily lets people underestimate her. She’s protective of
gain a Beat. other women in her industry, and doesn’t believe in tear-
Strong Immune System: Blood bathers are immune to the ing other women down to lift herself up. Trying to pit her
effects of natural diseases, though they can still become carriers. against colleagues pisses her off. Her mild disposition hides
her ruthlessness. She files bits of information away from her
conversations to deploy when the need arises.
LISETTE MEEKS
Attributes: Intelligence 3, Wits 3, Resolve 4;
“They say it takes pains to be beautiful. Nobody ever said it Strength 2, Dexterity 3, Stamina 3; Presence 2,
has to be my pain.” Manipulation 5, Composure 3
Immortality: Blood Bather Skills: Athletics 2, Drive 1, Expression 2,
Curse: Lisette must perform her bathing ritual every three
Investigation (Crime Scenes) 3, Larceny 2, Occult
2, Persuasion (Fast Talking) 3, Politics 2, Stealth 2,
months. She can use any tub, filled with scalding hot water and Socialize 3, Subterfuge (Short Cons) 4, Survival 1,
essential oils before she adds the blood. Any human blood will Weaponry 2
do, but it must have been harvested within the last seven days.
Merits: Danger Sense, Endless Potency
Background: Lisette’s always been beautiful; she had per- (Manipulation) ••, Fast Reflexes ••, Resources
fect teeth, perfect hair, flawless skin. She’s a fair-to-middling ••, Striking Looks •, Supernatural Resistance •••,
actress, good enough to be a pretty face in the background, or Sympathetic, Telepathy •••, Unseen Sense ••
to deliver a few walk-on lines then get out of the main cast’s Investment: None
way. She’s played plucky assistants, smart-mouthed medical
examiners, and crime scene bystanders. She likes it that way. Willpower: 7
Stardom’s an awful lot of work, and she learned from her Virtue: Determined
Hollywood B-List mother that fame’s exhausting and rarely Vice: Ambitious
as rewarding as it looks.
Integrity: 5

262 Chapter Five: Immortal Foes


Initiative: 6
Defense: 5
Size: 5 Out of the Old,
Speed: 5
Health: 5
Into the New
A Mentally Talented body thief pushing an-
BODY THIEVES other person out of their own body so he can
inhabit it is a form of possession. This is an ex-
He’s worn so many faces over the years that he forgets which tended, contested roll, pitting the thief’s Resolve
one was his own. Tonight, he’s a security guard at the muse- + Composure against his target’s Resolve +
um, watching the last of the patrons filter out. In a few hours, Composure. Whoever loses the roll loses a point
he’ll leave here with an amulet in his pocket and pass it off to of Willpower. After the thief whittles his opponent
a stranger on the street. He’ll walk away as that stranger, and down to 0 Willpower, he spends a permanent
they’ll never find him. He’s done it a dozen times before. dot of Willpower to transfer to the target’s body.
Shortly thereafter, his previous body dies of what
A woman lingers in the exhibit hall entryway. She looks famil- appear to be natural causes. What happens
iar. Does he know her? Has he been her? She glances back at him, to the soul he pushed out of his new body is
and her smile jogs the recognition loose: she resembles the woman unknown.
carved into the amulet. A passing resemblance, little more. For the Magically Talented body thief, the ma-
“Ma’am?” he says, as aw-shucks and polite as the man gician must possess an object that forms a sym-
whose body this is would say it. He’s practiced for weeks. “Sor- pathetic connection to his victim. This may be
ry, but the museum’s closing.” a favorite book, a hairbrush, or a lock of hair.
Alternately, the victim must be carrying an item
Her smile widens, and the resemblance goes from passing to containing a piece of the magician: hair, skin, or
uncanny. “Of course,” she says. “I’ll see you soon.” blood are possibilities. This is an extended, con-
tested roll. Roll the body thief’s Manipulation +
No you won’t, he thinks. He can’t say why, but he’s sud- Occult vs. the target’s Resolve + any supernatural
denly afraid. tolerance. The target number is the victim’s full
Willpower.
WHO THEY ARE On a Dramatic Failure, the would-be body thief
Humans daydream about what it would be like to be some- loses a point of Willpower, and can’t attempt to
one else for a day, or a week, or forever. Hollywood makes steal that victim’s body again for a full week.
movies about it. Entire television series deposit extremely
different people in one another’s homes and film what hap-
pens for the viewers’ amusement. It’s rarely as glamorous as
it sounds. The Mentally Talented are Body Thieves who have
learned to slip into someone else’s body by sheer will, trans-
Body thieves have figured out how to make the switch for
ferring themselves with a thought. They are often individuals
real. They hop from life to life with little regard for the souls
with no latent psychic talents, but are merely strong-willed.
they’re displacing. Some are tourists in other peoples’ lives,
The yearning to be someone else grows so strong that he
visiting for a few days before returning back to their own flesh.
simply leaves his own body behind and goes walking in an-
Others take a more permanent tack, leaving their former bodies
other. Mentally Talented Body Thieves require some kind of
behind forever. Maybe they were old. Maybe they were ill. They
sympathetic connection to be able to switch into a target’s
traded for younger, stronger selves, and never looked back. Now
body. This may be as simple as a physical touch. In some cas-
they shed bodies like a snake sheds its skin, moving on when
es, the Body Thief needs a lock of hair, a drop of blood, or a
they feel like it, leaving an empty husk behind.
tear-soaked tissue to facilitate the swap. The connection can
be more abstract as well, like fierce love or burning hatred.
HOW IT WORKS
Unless he switches back to his old body almost immedi-
Like Blood Bathers, Body Thieves’ methods differ from ately, a Mentally Talented Body Thief’s swap is permanent.
person to person. They can be grouped into three broad cat- Within minutes of the transfer, his old body dies.
egories, though each has countless variations within.

The Immortals 263


The Magically Talented learned how to make the switch He practices with friends in his network for weeks beforehand,
via spells and rituals. Like the Blood Bathers, Body Thieves of and has them to fall back on when he needs a break from
this type came across the concept while chasing immortality. pretending.
They read accounts of sorcerers walking distant lands in other Aside from the ability to move into a different body, Body
bodies, of spies scouting enemy territory wearing their digni- Thieves are entirely human. They suffer damage like anyone
taries’ faces. Their theft requires more preparation. The Body else, though they have the option of abandoning a wounded
Thief memorizes a ritual, either passed down from a mentor body for an uninjured one if they get the opportunity.
or gleaned from studying arcane texts. As with their coun-
terparts, the Magically Talented need an object that forms THE ARISEN AS TARGETS
a sympathetic connection between herself and her target.
The swap is temporary, usually only lasting a week, though Sekhem fuels the sympathetic connections that allow Body
well-crafted spells can extend that time out to nearly a month. Thieves to steal their targets’ shells. Just as it imbues relics and
vestiges with memories, Sekhem permeates the bodies of the
If she wishes the transfer to be permanent, she either living. Body thieves latch on to its flow through their targets’
needs to find a soulless body or kill the body she left behind. bodies and tie it to their own. The presence of items familiar to,
Other types of Body Thieves exist as well; lumped together or representative of the magician and his target, act like ves-
as Oddities for the rarity and strangeness of their methods. tiges, enhancing and strengthening the connection between
These include strange fringe science experiments, potent them. Body thieves lucky enough to discover Sekhem-rich
psychotropic drugs, and frighteningly hypnotic websites. The vessels soon prefer using them to facilitate their rituals.
details of these particular Body Thieves and their methods are They’re especially fond of those sacred relics crafted long
left up to Storytellers’ imaginations. ago in Irem. Some Mystical Thieves employ Amulets to form
their sympathetic links to a target. The ones made by the
BODY THIEF SOCIETY Maa-Kep serve incredibly well and are particular favorites,
Where Blood Bathers tend to be solitary, Body Thieves with Tef-Aabhi effigies a close second. The Mesen-Nebu
frequently form networks of similarly-talented individuals. gift of transforming objects and people into their perfected
Changing faces and lives so many times gets surprisingly forms resonates with Body Thieves, and some of their rituals
lonely — who are you, when you’re never truly anyone? They closely echo those of the Alchemists. Others follow snippets
seek one another out for companionship and the reassurance of spells written down long ago by the Sesha-Hebsu. When
that no matter the face you wear, someone knows you for Body Thieves receive word of a new text surfacing, they jump
who you really are. These networks also provide cover and at the chance to own it and study it, frequently competing
aid for one another. with mummies in search of their relics.
Contacts within a Body Thief’s network help her transfer The Su-Menent simultaneously fascinate and repulse
money and other possessions from one life to another. Jumping Body Thieves. On one hand, the mummies’ mastery over
into a wealthy person’s body allows the thief an opportunity to death intrigues them; surely they have wisdom to impart on
go on any kind of spending spree she likes, but it has its limita- thwarting the inevitable. At the same time, few Body Thieves
tions. She can purchase material goods for the next body she want to get too close. The feeling is mutual: The Su-Menent
intends to inhabit, but moving everything in her host’s bank view the Body Thieves’ work as a sin.
account to someone else’s name leaves a paper trail grieving Rather than attempting to break into a mummy’s tomb
family members will surely try to trace. Her allies offer help, and abscond with their relics, Body Thieves take a more in-
sometimes in the form of legal aid or doctored accounting, sidious approach: they steal cultists’ bodies. While normally,
sometimes by slipping briefly into a family member’s body and a Mystical Thief could simply swap bodies for a day or two,
signing papers in their name, making them complicit. doing so gives the cultist a chance to figure out who’s behind
Other Body Thieves understand the meticulous kind of the crime. Cultists experience all kinds of strange terrors
research that goes into stealing someone else’s life. He might throughout their service. Waking up in a body that isn’t her
be able to wing it for a little while — a few days at most — own is temporarily disorienting, but any good cultist collects
but any longer than that and the Body Thief has to be utterly herself and starts gathering clues before the spell wears off.
convincing while masquerading as his new self. He needs to If she finds any, the Body Thief will have an entire cult on
recognize friends, coworkers, and family, and understand his trail.
the dynamics of each relationship. His clothing choices can’t He may devise a plan to keep his old body locked in a
change drastically without someone asking questions about dark room, or make the switch moments before a prescrip-
the new style. Every interaction’s an opportunity to slip up. tion-strength sleeping pill puts his original body down for the

264 Chapter Five: Immortal Foes


Others stay in their stolen body for months or even years,
studying alongside the sorcerers and basking in the Lifeweb’s
warmth.
Grand Theft Sahu THE ARISEN AS ALLIES
Mystical Thieves may attempt to steal the bod- As frequently as they’re at odds, mummies and Body
ies even of supernatural creatures like vampires, Thieves also come to mutually beneficial arrangements. Their
werewolves, or changelings, albeit briefly. The
spell only lasts a day, but during that time she talents grant them access to spaces the Arisen and their cults
may use the creature’s powers, if she can figure would otherwise have to break or bribe their way into. No
out how to wield them. need to sneak into the museum after hours when you can
take over the head curator’s body and give your “VIP donors”
Mummies prove a special case. Usually, the a private tour.
Arisen are immune to any form of possession,
but generations of body thieves have experi- A sorcerer approaches a Body Thief when the body of the
mented with their rituals, desperately seeking to Arisen she serves has been completely destroyed. She needs
cheat their way into the Rite of Return. By forg- an empty shell to Call his soul back to, and the word in occult
ing a strong enough link to the Arisen’s Sekhem, circles says that’s a service the magician can provide. Rather
the thief temporarily bypasses their protections, than having to sneak into the tomb, the Body Thief becomes
splicing herself into the mummy’s soul. Making an invited and valued guest. She trades her services for access
the attempt requires a stronger sympathetic link, to the vessels in the Arisen’s collection (carefully monitored by
such as the mummy’s canopic jars or the harmon- the cult, of course), and may even be able to acquire vestiges
ic centerpiece of their tomb. The mummy’s Pillars of her own, crafted by the cult’s sorcerer.
also serve for this connection, whether invested in
the thief or stolen through the ritual sacrifice of an Body thieves serving an Arisen over many lifetimes provide
invested mortal or sorcerer. valuable information at the beginning of a Descent. She can
share an unbroken, firsthand narrative of the mummy’s his-
If successful, the thief gains control of the sahu for
tory, beginning when she joined the cult. While other cultists
a day and access to the mummy’s powers, save
those reliant upon the defining Pillar. Consuming keep meticulous records to recite back to their Deathless
vessels or sacrificing invested cultists extends this charge, they may be telling a tale that happened a hundred
time by a day each. The mummy seizes another years before they were born. The Body Thief was there.
body, but it is seldom the thief’s. Most claim the When a Body Thief earns the mummy’s trust, the Arisen
body of another invested cultist, but some awak- imbues him with Pillars via the Rite of Investment. This power,
en in a nearby corpse. above and beyond anything he’s able to wield on his own, is
Mummies maintain their defining Pillars and asso- one of the strongest incentives for a Body Thief to join forces
ciated Affinities, but find their access to Utterances with the Arisen rather than fight against them.
severely limited by their available Pillars. With Favored Attribute: Manipulation
their soul stretched between their current body
and their sahu, the mummy suffers the Confused Aspects
and Relentless Conditions. If either the mummy Borrowed Prowess: The thief keeps their own Mental
or the thief is slain, the Arisen may immediately and Social Attributes, but assumes the Physical Attributes of
attempt to regain their sahu by rolling Sekhem
+ defining Pillar. Upon losing control, the thief is their new form. The thief keeps their own Skills, but borrows
shunted back into their own body, if it still lives. five dots of the host body’s Skills while within. Merits and
Conditions reliant upon a specific body remain with the body,
while those affecting the mind or soul remain with the thief.
The Storyteller is final arbiter of what is kept and what is lost.
Soul Link: With their Arisen sovereign’s Pillars acting as a
count. However, he knows the only way to be completely
sympathetic connection, invested Body Thieves may attempt
certain no cultist returns with information about the swap
to seize the bodies of their sovereign or their invested cultists
is to simply make sure the cultist doesn’t return. The Body
from any distance. By spending a Pillar point, the thief may
Thief assumes his victim’s place in the cult, carrying out her
add their Sekhem to rolls to seize a body.
duties and gathering information about their operations. Some
thieves seize the first opportunity to snatch a relic and run. Steal Sense: With a sympathetic connection or a clear
view of their target, the thief spends a point of Willpower to

The Immortals 265


seize one of the target’s senses to enhance their own. If the bodies: if you don’t talk too much, it’s harder to slip up.
thief wins the Wits + Empathy vs. Resolve + Sekhem roll, Among trusted friends, however, he’s chatty and displays
they gain a +2 bonus on rolls with that sense, which become slightly old-fashioned mannerisms, reflecting the era of his
Blessed Actions. On a dramatic failure, sensory overload childhood. Because he needs a personal item to facilitate his
imposes a −2 penalty on perception-related rolls. All effects swaps, Darrin learned the art of pickpocketing. Many people
last for the remainder of the scene. carry photos, ticket stubs, or other small mementos in their
Unobtrusive: Body thieves easily fade into a crowd when wallets and purses, making that his first go-to.
they wish, adding their Sekhem rating when rolling to blend
into the human background of a scene. Attributes: Intelligence 2, Wits 3, Resolve 3; Strength
3, Dexterity 4, Stamina 2; Presence 2, Manipulation 2,
Composure 3
DARRIN KNAPP Skills: Academics (History) 4, Athletics 2, Brawl 1,
Empathy (Calming) 3, Intimidation 2, Investigation 3,
“I can get it for you. I just have to be someone else for a little while. “ Larceny (Pickpocketing) 4, Occult (Spells) 4, Persuasion
2, Socialize 3, Stealth 2, Subterfuge 2
Immortality: Body Thief (Magically Talented)
Curse: To switch bodies, Darrin requires an item of Merits: Common Sense, Endless Potency (Dexterity)
•••, Language (Iremic), Library ••, Relic Sensitivity,
personal significance to them. He reads a spell from an old
Scorpion Cult Initiation ••, Supernatural Resistance ••,
grimoire while staring into a full-length mirror. Telekinesis ••••, Trained Observer •••
Background: Darrin spent most of his childhood hanging
Investment: Ab 1, Ka 1
out in his aunt’s occult bookshop. He wasn’t sure he believed
in any of it, though he liked reading the books and trying Integrity: 5
out the spells. He never got results, but chalked that up to Willpower: 5
having to substitute rare components with what he could find
around the house. Virtue: Compassionate
The first spell that ever worked for him is also the only one Vice: Curious
that ever has. He read off the words to a spell promising to “let Initiative: 7
you walk around in another man’s shoes” while holding his
elder brother’s football trophy. Next thing he knew, he was out Defense: 5
on the field during practice, about to get sacked. It jolted him Size: 5
straight back into his own body. He might have dismissed it as a
particularly vivid daydream, until the phone rang a few minutes Speed: 7
later. The coach reported that James had taken a particularly Health: 7
hard hit and gotten a concussion. At the hospital, James told
Sekhem: 4
the family that he’d had a weird dream as he blacked out, about
looking in a mirror and seeing Darrin’s face instead of his own.
Darrin snuck the trophy back into James’ room before his ETERNALS
brother came home, but kept the grimoire. All she wants is to be left alone.
He’s been a Body Thief for seventy years. He’s switched
When a piece comes into her collection that they’d want, she calls
bodies permanently three or four times, but prefers shorter
the number on the card the suave gentleman gave her fifty years ago.
jaunts into other peoples’ lives. Darrin has a reputation as
She keeps it in her rolodex, where it’s gone soft and slightly yellow with
a procurer, able to retrieve items from places thought to be
age. Funny that this little card has aged but neither she nor the gentle-
nearly impenetrable. He serves as part of a mummy’s cult,
man have. She calls that number and he comes by. She makes tea and
helping to smuggle vessels back to the Arisen’s tomb.
he makes small talk. He takes whatever curiosity she’s acquired with
Description: Darrin’s current body is that of a heavyset him when he leaves, and that ought to be the end of it.
black man. He prefers jeans and collared shirts, and keeps a
sport jacket with him in case he needs to dress up his look a But someone always comes knocking, sooner or later.
bit on information-gathering missions. The suave gentleman can’t keep them all away. She’s tired of
changing locks, of spending money on security system upgrades.
Storytelling Hints: Darrin listens more than he speaks,
It’s one thing. One! Thing! Their Judges can’t have, one thing in
a habit he picked up while walking around in other peoples’

266 Chapter Five: Immortal Foes


the entire world, but they never stop trying to take it from her. It when they make accidental eye contact with a stranger: polite
doesn’t matter to them that it’ll kill her if they take the tiny stone nod, tight smile, walk swiftly on. They don’t need anything
sculpture that holds her very life in its carved granite hands, but from one another, and where their interests might overlap,
she’ll be damned if she gives it up without a fight. an Eternal is content to give way to the Arisen. Opportunities
always come back around if you wait long enough.
They ought to have learned that by now.
Unfortunately, the anchor that keeps the Eternal alive is
full of Sekhem. The moment of her death elevated it from a
WHO THEY ARE beautiful yet mundane work of art into something far greater.
Out of all the immortals, the Eternals want the least to do It’s an especially potent relic: hundreds or even thousands of
with the mummies. They dedicate their lives to art, to preserv- years as the Eternal’s anchor have distilled the Sekhem within
ing ancient wonders, and to sponsoring the great works of the into its purest form, and Memories stored within are as vivid
future. They don’t age, and spend their long years traveling as they day they occurred. Mechanically, draining an Eternal’s
the world seeking beauty, or stay in one place cultivating it relic grants the Arisen two dots of Sekhem for every relic
in their hometowns. They jealously guard one single, special dot drained, while cannibalizing it completely provides two
piece in their vast collections. Reminisce Beats. Once an Arisen senses the relic, the kepher
The piece, always a handcrafted work of art, houses their leads him to it — often with the furious Eternal close by.
life essence. It’s the object into which they diverted their Draining the Sekhem from the anchor, or sacrificing it to the
death, and as long as it exists, they can never die. Judges, would kill the Eternal just as surely as melting it down
It’s easy for other relic hunters to assume an Eternal’s a push- into slag. If the Arisen insists on trying to take the item from its
over, that their peaceful lifestyle makes them easy marks. Yet, owner, the Eternal is ready to defend it. She’s not only learned
rare is the Eternal who hasn’t had to defend his artifact. He’s the how best to fight one of the Deathless, but has likely laid traps in
embodiment of been there, done that, where “there” is the fight her home or in the vault where she stores her anchor. Eternals
for his life and “that” is killing anyone before they can kill him. also know the value of buying yourself enough time to flee with
your anchor, even if that means burning everything else down.
HOW IT WORKS
ARISEN AS ALLIES
An Eternal has already died, once — or nearly so. She
worked long and hard, building a life for herself and garnering Some Eternals do associate willingly with the Arisen.
occult knowledge to learn how to prolong it. The candidate Immortality gets damned lonely, and Eternals view the
procures a work of art. It must be handmade, and they must Deathless as fellow travelers along that road. They politely
own it outright. Stolen items or artworks of dubious legal ignore the mummy’s snobbery about flawed immortal states,
ownership fail to work as anchors. Though some choose por- and gently steer the conversation toward shared experiences:
traits or fabric-based arts as their item, most Eternals opt for reminiscing about historical eras, discussing recent finds at a
stone or jewels, durable materials that will last for centuries dig site. Like Body Thieves, Eternals provide a welcome, first-
and withstand fire, flood, and other disasters. hand perspective on a mummy’s previous Descents.
The ritual she undertakes is a closely-guarded secret Some Eternals join a mummy’s cult for protection against
among the Eternals, though some act as guides for newcomers the Shuankhsen and other Arisen seeking to steal their an-
wishing to perform the rite. She transfers her mortality into chors. They offer up their connections in the art world, or
the artwork, and does this by actually dying. The manner of hint they can use their pull on the history museum’s board
her death varies. Some are grisly and agonizing; others may to procure other relics and vestiges, if only the mummy and
be quiet and as dignified as she can pretend to be when star- her cult ensure the Eternal’s anchor remains intact. It’s a
ing down her own demise. At the moment of her death, the risky gambit, especially if she has to take her anchor out of
artwork absorbs her passing, and the Eternal lives on. From her vault and attach it to the tomb’s Lifeweb as part of the
that moment, she can’t be killed. bargain. What recourse does she have, if one day the Arisen
However, if her anchor is destroyed, the Eternal shares decides to use his anchor as leverage over her?
its fate. If it burns, she burns. If it crumbles, she does as well. Favored Attribute: Stamina

ARISEN AS FOE Aspects


Appraisal: By handling an object, the Eternal learns any
The Eternals would generally be happy to leave the Arisen powers and curses it possesses, and recognizes whether it’s
be. They’d gladly acknowledge them the way some people do an anchor for an Eternal or other entity in a flash of insight.

The Immortals 267


Consequence Free: The Eternal lives life to the fullest, Description: Kassia is a Greek woman in her mid-30s. She
confident the ravages of age and substance abuse will leave wears her dark, curly hair up in a twist, and favors tailored,
no mark upon their body. By spending a point of Willpower, jewel-toned suits. The little finger on her left hand is missing,
they can reflexively shunt a Physical Condition or Tilt, such mirroring the one missing on her anchor.
as Fatigued, Arm Wrack, or Drugged into their anchor. This Storytelling Hints: Kassia is perpetually wary of new
lowers the Durability of the anchor by 1 for the chapter. people. She has to deal with plenty of strangers in her line of
Soul Repairs: Invested Eternals spend a Pillar point to work, but she’s always on the lookout for cultists posing as art
instantly repair a point of lost Structure while touching their enthusiasts and other ruses. She’s seen them all, and is quick
damaged anchor. to spot a phony. She drops tests into her conversations if she’s
Vital Shell: As long as the Eternal’s anchor persists, the suspicious, offering up erroneous information and seeing if her
Eternal cannot permanently die. They heal from even the companion catches on, or asking their opinion on a sculptor
most grievous wounds at their normal rate, even regenerating or work of art that doesn’t exist.
lost limbs or gouged eyes over time. Damage to the Structure
of their anchor inflicts aggravated damage upon the Eternal, Attributes: Intelligence 5, Wits 4, Resolve 4;
which may not be healed until the anchor is repaired. Strength 5, Dexterity 3, Stamina 3; Presence 3,
Manipulation 2, Composure 4
Skills: Academics (Ancient Art) 5, Athletics
KASSIA LASKARIS (Running) 4, Brawl (Boxing) 3, Crafts (Restoration)
4, Empathy 3, Expression (Painting) 4, Firearms 2,
“No, that piece isn’t for sale. It’s part of a private collection.” Investigation 3, Occult 2, Socialize 3, Streetwise 3,
Survival 3
Immortality: Eternal
Merits: Area of Expertise (Antiquities), Contacts
Curse: Kassia fiercely protects her anchor, a ten-inch tall (Art World), Danger Sense, Endless Potency
marble statue of the goddess, Athena. The little finger on its (Strength) •••, Fleet of Foot, Psychometry •••,
left hand has broken off. Resources ••••, Relic Sensitivity, Safe Place ••••,
Background: Kassia longs for the smell of the sea and the Supernatural Resistance ••••
crying of the gulls. She was born in Greece around 460 BCE, Investment: Ab 1, Ba 1, Ren 1
and grew up in a small fishing village. As a young woman, she Integrity: 7
traveled to Athens and watched the Parthenon being built.
She befriended a young sculptor, an apprentice to the famed Willpower: 8
Phidias, who gifted her with a small statue of Athena. By the Virtue: Clever
time she was 30, she was a skilled painter herself. A mentor Vice: Impatient
taught her the secret of eternal life, and though he was too
Initiative: 7
frightened to go through with it himself, Kassia undertook
the ritual on her own. She chose the statue of Athena as Defense: 7
her anchor, and thanked the goddess for diverting her death Size: 5
into the stone. Speed: 6
Today, Kassia is a curator of antiquities at a major met- Health: 6
ropolitan art museum. She’s stuck in her office most of the
time, though the job allows her some degree of travel as Sekhem: 5
the museum plans new collections and expeditions. She’s
well-connected throughout the world of antiquities dealers THE REBORN
and has acquired a small but impressive personal collection, The young man waits for the high priest to finish speaking.
which she keeps in her home. The Athena statue normally He’s listened to lecture after lecture about how it was in the old
remains in a room-sized vault at the back of her private gal- man’s day, how the woman on the slab before them likes things to
lery. Arisen and Shuankhsen alike have tried taking it from be just so when she rises. She’s been laying there for two hundred
her over the centuries, forcing her to continually upgrade her years; the old priest’s never seen her so much as twitch a finger.
security systems and study ways to defend herself against them.
The last time she walked the earth, she held him prisoner when he
In addition to physical devices and alarms, she’s laid several
was an old man too weak to break free. She hates what he is, or will,
supernatural traps for anyone getting too close.
when her memory returns — but it won’t come back for a while yet.

268 Chapter Five: Immortal Foes


And there he’ll be, young and full of hate and vengeance, select few swear they’ve seen other worlds. Rarer still are the
waiting at her side. Reborn claiming they can send their consciousness forward
or backward in time, controlling when they next emerge into
WHO THEY ARE the world. They’d have interesting notes to compare with the
Birth, death, and rebirth. Immortality for the Reborn is Deathless on living lives out of order, if the enmity between
an endless cycle. They experience life after mortal life, their them weren’t so great.
memories intact, and the lessons they learn in one lifetime Religious orders devote themselves to the Reborn, seeking
following them into the next. Of all the immortals, the Reborn the wisdom they collect across their lifetimes. Students take
have the most freedom. The Arisen hate them for it. They notes on their recollections and pore over their stories in the
capture the Reborn when they can, and take that bitterness search for their own enlightenment.
out on them. The Reborn remember, and that’s an unforgivable Reborn learn ways to find one another with each new
affront to the Deathless. incarnation. Communities composed solely of Reborn form
in remote pockets of the world; their gates always open to old
HOW IT WORKS friends. They develop codes to use out among the mortals,
The path to reincarnation starts within. A person wishing leave cryptic notes in newspapers and on message boards
to be reborn must fully understand himself, not only his pos- with hints leading to a meeting place. Some keep standing
itive qualities, but also his flaws and failures. He may spend appointments for centuries, returning to a particular park or
years purifying his body, mind, and soul, studying philosophy claiming a table at a restaurant on a certain day each year.
and meditating. He may instead spend it in utter debauchery. Any Reborn showing up is welcome to join.
Either path teaches him to transcend the body and to let go
of physical reality. Notably, some Reborn do nothing at all ARISEN AS FOES
to earn their reincarnation, simply gifted immortality by the The Deathless find most other immortals inferior. Their
universe. longevity comes at a steep price, and uncertainty is a con-
Though they don’t consciously manipulate Sekhem — and stant companion. If a bathing ritual fails, or a Body Thief’s
often don’t even sense its flow — the Reborn have essentially stuck in a dying shell with no others to steal, or an Eternal’s
learned how to carry the same essence from one life to the anchor goes up in flames, they die. The Reborn have no such
next. It’s not their bodies acting as vessels, but their very souls. obligations, no fine print on their reincarnation cycle. Even
Other beings sensitive to Sekhem and its effects may notice Reborn who must complete a task to assure their rebirths have
something different about its presence in one of the Reborn. it easy — they have a lifetime to get it done, and it’s almost
They bear no more and no less of it in them than a normal always a labor they want to perform. No Judges watch their
human ought to, but it feels different. Older. Refined. every move, no cults compel them to destroy enemies or seek
While the Reborn is, to some degree, aware of who he is out lost artifacts.
and has been almost immediately after his rebirth, he does not The Reborn are free in a way the Arisen can never be.
have access to all of his memories right away. They return to They retain their memories. They have lifetime after lifetime
him over time, often in the form of incredibly vivid dreams, to build a legacy, and can watch how the plans they set in
along with skills and abilities he acquired in earlier lifetimes. motion change the world. Their lack of supernatural power is
His parents think he’s a prodigy, picking up a foreign language a cold comfort to the mummies, but one they exploit. Arisen
with ease; in truth, he’s simply remembering a tongue he spoke send their cults to capture and enslave the Reborn, punishing
the last time around. them for their freedom.
Some Reborn treat each life as another step in a sacred The Reborn dying at a mummy’s hands never forgets. She
journey, building upon what they learned in prior incarnations. returns to the world angry and wrathful, and spends her early
They assess what they’ve learned so far, seek to right wrongs years plotting revenge. She has lifetimes to exact it — if the
and correct their failings. Certain Reborn have to continue Arisen who ordered her torture has returned to his henet,
living an ascetic lifestyle to ensure their souls remain part of she can wait. Perhaps she destroys his cult while he sleeps.
the cycle. They may have to complete a specific ritual or task Perhaps she joins it and dismantles it from within. She may
before their death. Others only have to die to come back again. attack from afar, turning corporations she’s built up against
Stories of what occurs in the interval between death and his long-term interests, or tip off law enforcement agencies
rebirth differ. Many experience no gap at all, exhaling their to the cult’s unsavory deeds.
last breath one moment and gasping in their first the next. A

The Immortals 269


ARISEN AS ALLIES but discovered she liked the soldiering life. Every time she’s
come back since, she’s joined the army as soon as she was
For the Arisen who can put aside their animosity, the old enough to enlist. She’s seen a lot of battle, some of which
Reborn make impressive allies. Like other immortals, their she’s come home from, some of which she hasn’t. Dying has
longevity and recall of past events help mummies adapt at the never deterred her.
outset of each Descent. The Reborn harbor deep sympathy for
In the 1950s, a Maa-Kep got wind of Regina and sent his
the loss of memory that comes with being Deathless. Though
cult to capture her. She killed a handful of her attackers, but
they only understand a fraction of the frustration, the Reborn
ultimately lost to their superior numbers. She’s neither forgot-
know what it feels like for memory to seep back in slowly,
ten nor forgiven him, and of all her deaths, considers that one
and recall their early years when they couldn’t yet access the
her worst. She died in Vietnam. She survived Afghanistan.
entire tapestry of their previous lives. Reborn reincarnating
She’s spent those past two lives figuring out how to get her
out of chronology share even more common ground with the
revenge on the Arisen, keeping tabs on his cult and the pat-
Arisen than they do other immortals.
terns of his Descents.
Favored Attribute: Intelligence
Description: Regina is a Latina woman in her early 40s.
Aspects She keeps her dark hair cut short and carries herself like a
Dreams of Lives Unlived: When the Reborn sleeps, soldier. She’s extremely fit, continuing with her exercise and
their dreams are filled with vivid glimpses of their other lives, strength-training regiments even after she left the army. She’s
both those lived in the past and those potentially awaiting quick to laugh and has a bawdy sense of humor.
them in the future. Once per chapter, the player may ask the Storytelling Hints: Regina is practical, patient, and coldly
Storyteller for a fated vision. This may answer a question as per strategic when she’s in pursuit of her goals. Two hundred and
the Common Sense Merit or give them valuable information forty years of soldiering has honed her tactical instincts, and
regarding their current circumstances. ever since her capture she’s made sure she’s always got line of
Memory Anchor: Invested Reborn serves as repositories sight on the exits wherever she goes. Regina is straightforward
for the Arisen’s fading memories. The mummy gains a +2 and no-bullshit, which some people read as blunt but she
bonus on Memory breaking point rolls, which does not stack simply considers honest.
in the case of multiple invested Reborn. When successful,
the Reborn gains a Beat. When the mummy fails, the Reborn Attributes: Intelligence 2, Wits 2, Resolve 3;
gains the Informed Condition about the mummy as glimpses Strength 4, Dexterity 3, Stamina 4; Presence 2,
of the escaping memories filter through the Reborn’s mind. Manipulation 3, Composure 5
Solid Integrity: The Reborn maintains their Integrity Skills: Academics 2, Athletics (Parkour) 5, Brawl
through countless lifetimes, gaining a +2 bonus when facing 3, Computer 3, Firearms (Rifles) 4, Intimidation 3,
a breaking point. Medicine (Field Medicine) 3, Politics 2, Socialize
2, Streetwise 2, Survival (Hunting) 4, Weaponry
Untrained Ease: Once per scene, the Reborn may spend (Improvised Weapons) 3
a point of Willpower to gain access to the Encyclopedic
Knowledge Merit for the Skill of their choice for the remainder Merits: Contacts (U.S. Army) ••, Endless Potency
of the scene, drawing details from previous lives. The Reborn
(Composure) •, Fast Reflexes ••, Indomitable,
Laying on Hands, Parkour •, Professional Training
also never suffers untrained Skill penalties. (Military) ••••, Supernatural Resistance ••, Thief of
Fate, Unseen Sense
REGINA PEREZ Investment: None
Integrity: 7
“We met once, a lifetime ago.” Willpower: 7
Immortality: Reborn Virtue: Assertive
Curse: Regina must seek out someone she’s harmed in a Vice: Stubborn
past incarnation — whether by intent or by accident — and Initiative: 8
make amends with them (or, if they’re gone, with their family). Defense: 10
Background: Regina was born for the first time in 1750.
Size: 5
She remembers the Revolutionary War, how she picked up
her father’s musket and went off to fight. She didn’t survive, Speed: 7

270 Chapter Five: Immortal Foes


Health: 8 are deadly nuisances, robbing vessels from the Judges. Then,
Sekhem: 3 there are the deadly few, vicious sorcerer cults that stop at
nothing to pursue mummies to the ends of eternity.
Notes: Regina’s Professional Training Asset Skills
are Athletics, Firearms, Medicine, and Survival.
TO BECOME A SORCERER
OTHER IMMORTALS Almost anyone can practice sorcery, pulling off any sorcer-
ous effect as long as they follow the right instructions. Many
Humans refuse to accept death’s inevitability. Throughout rites have easily obtainable components and fast, morally
history, they seek ways to thwart it, hide from it, escape it, or unchallenging rituals to perform them. In modern times,
put it off just a little while longer. They devise esoteric meth- learning a rite can be as simple as stumbling upon a true ritual
ods and complicated rituals to prolong their lifespans with on the internet.
varying results. The Arisen encounter these other immortals
from time to time, working alongside them or competing However, simply performing a rite or two does not make
against them. someone a sorcerer. Dedication to sorcery means trespassing
into private libraries and wasting hours in shady bookstores,
The Patchwork People rarely understand the secrets of carefully handling ancient tomes bound in flesh. A sorcerer
their own immortality. They’re the ultra-rich, slapping down discovers the best components and the most powerful rituals
their credit cards and traveling to countries where question- that get the least amount of questions from the neighbors.
able medical procedures go on unquestioned. Their doctors are Walking the sorcerer’s path requires exploring the unknown
the architects of their immortality, and most of them prefer to into places the weak fear to tread. Reality is a tapestry filled
go unnamed for legal reasons. The Purified have found a way with loose threads. If someone pulls the threads, they can
to tie their own consciousness to the Shadow Realm, where it reshape the tapestry in new and exciting ways. Sorcerers have
retreats if their physical body dies. Their return comes closer to the knowledge and confidence to grab one of the threads and
the Rite of Return than anything the Arisen have discovered, yank it as hard as they can.
though their focus on the spirit world keeps their affairs well
apart from most mummies’ earthly concerns. Visitors are At its best, a sorcerer’s life is defined by discovery and
parasites who latch onto human brains, using their victims success. Who could have known that shattering the shells
as pawns in an esoteric war. They hint at things about the of snails, hermit crabs, and turtles on a crisp fall night could
Rite of Return and the Judges they have no business knowing, allow someone to conduct the ocean waves the next morning?
which intrigues the Arisen. How many other people on Earth could say that they pulled
the Seven Tongued Liar, infamous Fiend of Duat, from the
Storytellers who wish to introduce these or other strange throat of a coworker while on lunch break? Sorcerers have
immortals to their chronicles should consider the following: the power to change the world, while still being capable of
What makes these characters Endless? How do they compete living like an ordinary person.
with the Arisen for Sekhem? What makes them good foes?
What makes them useful allies? Then, there are the worst times, when a sorcerer realizes
how alone they are, and how much of their art is trial and
SORCERERS error. Who believes the latchkey kid when she tells them the
trials and tribulations of creating a rite to fly in the sky? What

T he Guilds contained the greatest Sekhem artisans in the


history of the world. Their expertise built the Nameless
Empire. They uplifted stone and brought song to steel. The
good is being able to speak with the wind if it can’t pay the
rent? If that weren’t enough, some sorcerers comes across the
other creatures of the world, those who only feed on blood
Arisen say that when Irem was lost to the sands, their prac- or nightmares yet can do far more than the most powerful
tices went with them. Never again would mankind shape and sorcery ever could.
control Sekhem. To live as a sorcerer is a kind of exile — both from those
This is not true. Sorcerers existed from the moment Irem living a mundane life and from those standing far apart. Perhaps
fell, humans capable of perceiving and manipulating the this is why sorcerers inevitably seek out others like them and
Pillars within Sekhem. Sorcerous traditions exist within every train apprentices, but also start violent feuds and throw hideous
culture on the planet, using their concepts of sacred power curses upon each other. Sorcerers crave companionship, but
and rituals to perform rites. refuse to be seen as inferior in the eyes of others.
Sorcerers are a perplexing thing to the Arisen. Some serve
them well, using their powers to carry out their will. Others

Sorcerers 271
SORCERERS AS CULTISTS be dead and the Arisen will still be very much alive. Sorcerous inter-
lopers are merely flies: annoying, short-lived, and easily squashed.
Sorcerers cross paths with the Arisen more than any other
kind of supernatural being. No one is sure why. Sentimental SORCERER CULTS
cultists argue that because sorcerers practice a tradition that
uses a mummy’s power, they are bound to the fate of the Even flies gather into swarms.
Deathless. Cynical sorcerers see it differently. Once a sorcerer Half social club and half coven, sorcerer cults are the
discovers they can create and use vestiges, it won’t be long until best of both worlds. Joining one means a person can practice
a several thousand-year-old monstrosity busts down the door. sorcery without isolation. It puts a sorcerer in contact with
Joining a mummy’s cult can be a mutually beneficial people who believe in her ability, and teaches her rites she
partnership. Mummies constantly generate Sekhem and can would have never found on her own. They also provide ben-
provide Pillars to the sorcerer through the Rite of Investment efits such as income, food, and shelter, things that sorcerers
(p. 204). Invested Pillars make the difference between having often end up lacking as they pursue their craft.
to chant over smoldering incense and fresh bones at the top of Sorcerer cults have lasted for centuries, with some tracing
the land’s highest mountain to summon the rain, and simply their heritage back to the Hellenistic era and even earlier.
asking the sky for a downpour. In return, a sorcerer uses their This is perhaps the greatest advantage sorcerer cults provide.
arts to protect the mummy, and can lead her cultists in rites Individual sorcerers may not live forever, but their cult will.
once she has returned to Duat. Sorcerer cults keep lengthy, dedicated records in their secret
The Arisen tend to treat their sorcerers well, if only because vaults, providing a well-maintained cult access to every rite
they often depend on them to lead the Call (p. 212) that returns a member has ever studied or performed. Unlike their Arisen
them to life. Sorcerers quickly carve out an important role in a rivals, a sorcerer cult has a perfect memory.
cult. They’re often the ones in charge of delineating a mummy’s While every member of a sorcerer cult can be killed, that
orders to cultists and the ones filtering and re-interpreting the is not necessarily the end of the cult. Unless their vaults are
Iremite religion to appeal to modern day adherents. destroyed, they lie in wait for the next sorcerer to come along
It may not be an ideal relationship, but a sorcerer cultist and use them. New sorcerer cults are often founded after the
finds that servitude brings a hefty chunk of power. discovery of these vaults, taking the knowledge within them
and remixing it for a modern age.
SORCERERS AS INTERLOPERS Sometimes, when a mummy’s cult falls apart, a sorcerer
cult rises in its place. These defunct cults find themselves flush
Some sorcerers refuse to serve, to settle for the chance to with Sekhem, whether it’s from stolen vessels or the mummy
be someone else’s second most important person. Why should they now hold power over. With so much life force on hand
someone commanding ghosts suffer the indignity of serving a and with rites being so easy to learn, disgruntled cultists find
creature that doesn’t even remember its true name? A sorcerer new life as powerful sorcerers.
may not be able to live forever or summon meteors from the
It is also possible for a mummy’s cult to subjugate an
sky, but at the very least, they’re human and free.
ailing sorcerer cult. When a sorcerer cult is at their lowest,
That doesn’t mean they ignore the Arisen. Mummies are an Arisen can step in and offer the power and structure they
the best at tracking down vessels, but not necessarily the best need to thrive. Their adherents often find it hard to resist
at obtaining them. Some sorcerers use that to their advantage, the temptation, and eventually come to worship the mummy
stalking a mummy and her cult in secret, and then snatching as their master. Many modern Arisen cults began this way.
away their treasure at the last second. It’s dangerous, but it
beats needing to engage in long, complicated rituals. MECHANICS
These sorcerers may even declare a moral high ground or
greater purpose as they pursue their targets. Often in tow with sea- Any character that takes the Ritual Sorcerer Merit (p.
soned monster hunters, they claim that they thwart a mummy’s 120) is a sorcerer. Sorcerers receive the following benefits:
quest to protect the planet’s life force, to take back humanity’s • Sorcerous Rites: The Sorcerous Knowledge Merit (p.
magic, or some other noble goal. The Arisen do not believe them. 120) allows a player to take additional Sorcerous Rites
There is only one true owner of the world’s vessels, the Judges, and create new Closed Rites (p. 274).
and only one word for those preventing their return: thief.
Of course, for all their passion and power, a sorcerer is still • Sorcerous Rite Slots: Every unfilled Sorcerous Rites
mortal. They can stalk and steal all they like but one day, they will slot can hold either one Open Rite Mastery (p. 273)
or one Closed Rite.

272 Chapter Five: Immortal Foes


• Sybaritic Resistance: A sorcerer always has a +3 • Creating a vestige.
bonus to the dice pool to resist Sybaris (p. 202). If
the sorcerer is a mummy’s cultist with Scorpion Cult • Summoning unclean entities from Duat, known as
Initiation ••+ (p. 114) and obeys the cult’s Doctrines, akathartoi to the sorcerers, translated as “fiends.”
they are completely immune to Sybaris. Summoning an individual fiend is considered a sep-
arate Open Rite, even from the summoning of other
• Sybaritic Insight: A sorcerer can always interpret a ephemeral entities.
Sybaritic Omen (p. 203) when touching a Sybaris-
afflicted character, as if they had the character’s Sybaris • Performing the Call (p. 212).
Condition (p. 359). This may reduce and even resolve
• Sybaritic Omen Interpretation.
the character’s Condition.
Sorcerers can master Open Rites they study. If the player
• Forbidden Knowledge: Whenever a sorcerer under- fills a Sorcerous Rite slot with an Open Rite Mastery, they
goes a Breaking Point because of supernatural forces, choose the Open Rite it represents and the sorcerer gains
the player can choose to lose a point of Integrity (p. additional benefits when performing the rite:
192) instead of rolling. If she does so, the player gains
one new Sorcerous Rite slot and permanently reduces • The choice of either one additional Mental or Social
her character’s maximum Integrity by 1. Attribute dot for the duration of the rite. The chosen
Attribute must either apply to the rite’s dice pool or be
thematically appropriate to the rite. This benefit con-
OPEN RITES tinues during breaks or short interruptions during the
Any action that a character without a supernatural tem- rite, lasting no longer than one scene. The additional
plate can do that causes a supernatural effect can be taken as dot may raise the Attribute above its normal maximum.
an Open Rite. The term is a broad umbrella, encompassing a
wide variety of esoteric abilities ranging from reading auras to • +1 bonus to any dice pool involved in performing the
summoning fiends from Duat. Unlike the formalized Closed rite. This bonus stacks with Skill specialties.
Rites, Open Rites use wildly different rituals and systems to
• If a sorcerer uses a Pillar point during the rite, its dice
cast.
pool receives an additional +1 bonus. The player may
Anyone can perform an Open Rite, which has given them choose an additional Mental or Social Attribute to receive
the reputation of being safe. That is not the case. Their ac- +1 bonus dot. The Pillar point must come from a Pillar
cessibility comes at the price of perfection: once a character appropriate to the rite. The chosen Attribute must not
learns an Open Rite, they must follow the components and be the same Attribute enhanced by learning the Open
ritual method to the letter. Improvisation or forgetfulness Rite. This effect lasts for the duration of the rite.
can be deadly: summoning a fiend by mispronouncing their
name might do nothing, but it might release the fiend into
the world, unbound and thirsting for blood.
VESTIGE CREATION
Commonly known Open Rites include: One of the most important Open Rites is to create vestiges
(p. 207). Many sorcerer cults consider this the bare minimum
• Mortal interactions with ephemeral entities (p. 231): of competency, and a disciple is not inducted into the cult’s
Abjuration, Binding, Contact, Exorcism, Summoning, deeper mysteries unless witnessed creating one.
and Warding (Chronicles of Darkness, pp. 139-140).
A vestige is created in three steps:
Each individual interaction is considered a separate
Open Rite. Step One: Acquire a Sekhem-filled Object
Ordinary use of objects inherently imbues them with
• Amkhata summoning (p. 220): An Amkhat combina-
Sekhem. Because of this, sorcerers tend to make vestiges out
tion created after a Success or an Exceptional Success
of often-used household objects or antiques. These objects
may be placed into an unfilled Sorcerous Rite Slot. If
increase a sorcerer’s chance of success. The small amounts
the sorcerer chooses to do this, they may summon the
of Sekhem donated through repeated use or great age make
combination again with no roll necessary. Any essential
these items into hefty reservoirs of life force.
environments or components for the summoning are
still required. When sorcerers need the vestige to be a specific object
and have no time to wait, they turn to another method:

Sorcerers 273
cannibalizing relics (p. 213). Exposing an object to a broken
relic immediately after the vessel’s sundering fills the object
with a portion of the relic’s Sekhem. Even a fraction of the
relic’s distilled power is enough to prepare an object to be a Creating Relics
vestige. Can a sorcerer use the Vestige Creation rite to
Step Two: Imprint a Memory on the Object make a relic? Yes, with three major caveats.
Now the object is imbued with Sekhem, and the sorcerer The first is that the sorcerer must find a way to re-
must implant a highly emotional memory into it. fine the Sekhem inside an object. Even among the
most powerful sorcerer cults, there is no known,
How this is done depends on what the sorcerer wants the reliable method for refining Sekhem. Once
vestige to do, and what kind of memory would best form the Sekhem leaves the mystical binding of a relic, it
basis for its function. A sorcerer creating a vestige that makes immediately returns to an unrefined state.
his clothes bulletproof may recall the day his best friend was
shot to death, or some other personal traumatic memory of The second is that creating a relic is a major di-
gun violence.
vergence in the working of an Open Rite, stretch-
ing an already permissible rite beyond its limits.
Using memory alone can lead to problems. A sorcerer’s Failing a relic creation could permanently disable
memory may not be recent enough or strong enough to prop- the sorcerer’s ability to create vestiges, or worse.
erly seal the object, the memory, and its Sekhem together. If
The third is that not only do the Judges imme-
the vestige is not created within a week of enacting the rite,
diately know when a relic is created, but it can
the Sekhem within flows back into the greater world and the now be tracked by kepher (p. 212). Without the
sorcerer must start the rite from the beginning. protection of a mummy or a sorcerer cult, a relic
Sorcerers resolve this problem with a dangerous method: creator finds themselves in great danger.
they engineer events to create the emotional memories they
want. Sorcerers only need a memory to create a vestige, not
necessarily their own memory. As long as the object is physical-
ly present during the event and near the person experiencing
the memory, it imprints. The sorcerer creating the bulletproof Success: The seal is complete. The object is now a vestige
vestige might put himself in a situation where someone shoots (p. 207). The player may give their sorcerer’s vestige a dot
him, or might just shoot someone else, placing the vestige-to- rating up to their dots in Occult (minimum 1, maximum 5), a
be beside his bleeding-out victim. Virtue, and a Vice. The player and Storyteller should collabo-
rate to create an appropriate Power and Curse for the vestige.
Step Three: Seal the Vestige
Exceptional Success: As success, except the player may
Sometimes, if a memory is very recent, and highly emo-
give their sorcerer’s vestige a dot rating up to their dots in
tional, no further action is necessary. The vestige is created
Occult +1, potentially overcoming the known limits of vessels
and can be invoked immediately after.
(minimum 2, maximum 6).
Most of the time, however, sorcerers need to perform
Failure: The seal falls apart. The object does not become
one final aspect of the rite. This step creates a mystical “seal”
a vestige. The sorcerer may try again with a −2 penalty to
between the object, the Sekhem within, and the anchoring
the dice pool. If the object is not made into a vestige within
memory. Sealing a vestige is a highly personal ritual, and
a week, the rite has failed.
some sorcerers never perform the same sealing ritual twice.
One sorcerer may always carve runes into their vestiges, while Dramatic Failure: The seal implodes, shattering the ob-
another may bury theirs in consecrated soil. ject. The object is destroyed and the rite has failed.

Sealing the Vestige CLOSED RITES


Action: Instant Closed Rites are the workings of true sorcerers, the fruit of
Dice Pool: Varies years of study and sacrifice. They are only available with the Ritual
Suggested Modifiers: Object imprinted with a fresh Sorcerer Merit (p. 120), representing their dedication and prac-
memory (+3), Object imprinted with a memory made more tice. Learning a Closed Rite always uses up a Sorcerous Rite slot.
than five years ago (−1 for every five year period), object was These rites are at once more and less difficult than Open
imbued with Sekhem from a relic (+2). Rites. Closed Rites are formal and straightforward. They follow

274 Chapter Five: Immortal Foes


the Rule of Three. All Closed Rites consist of three separate universities a glimpse into the corporation’s famously secret
elements, all working in unison. For example, a rite to become manufacturing process.
invisible may consist of these three elements: mixing cracked It’s very important for Last Dynasty to keep their secrets.
eggs and the practitioner’s blood in a bowl, praising a god with While most of their products are regular pharmaceuticals, a
sixty names over the bowl, and consuming the mixture in one few have developed an obsessive following. Urban legends
go. Closed Rites have fewer overall steps than most Open say that Amphex, an immune system booster, can eradicate
Rites, but each step is specific and difficult. an HIV infection. Elite soldiers tell harrowing stories of
Closed Rites can be made less complex with Pillar points grave injuries healed in mere moments after a single dose of
(p. 122). These either come from cannibalizing vestiges (p. Notromadine. Athletes and their trainers search desperately
213) or the Rite of Investment (p. 204). Receiving Pillar points for Mendathinol, a perfect and undetectable steroid. Tabloids
from a mummy is more convenient, as they have access to hawk rumors of a cellular therapy process that literally reverses
every Pillar at once. A Closed Rite can only take one Pillar aging, reserved for the company’s researchers, executives,
point at a time, no matter the source. stockholders, and anyone willing to pay billions to get on the
Pillar points alter Closed Rites in three ways: waiting list.
All of these are true, but their miraculous properties come
• If a Pillar point aligns with one of the three elements,
at a price: all of them are laced with Sekhem wringed from
it either replaces it entirely, or allows for a wider inter-
the bodies of captured Arisen.
pretation of the element. For example, if the invisibility
rite is given a point of Ren, the practitioner no longer HISTORY
needs to praise a god with sixty names. If the rite is
given a point of Ab, the practitioner no longer needs Last Dynasty International formed centuries ago as
to mix their blood into the eggs. If the rite receives a Parangelia Seth, a cult of Greeks, Egyptians, and Nubians
point of Ka, the practitioner can feed the mixture to worshipping the god, Set, and conning the rich with parlor
anyone while praising the god. The other elements of tricks in the guise of sorcery. They deceived their way into
the rite must still be successfully completed. the upper echelons of kingdoms and empires, and even the
Arisen respected their influence and trickery. They recruited
• All participating sorcerers receive 1 additional Attribute them into their cults.
dot connected to the Pillar (p. 100) for 24 hours. Then, sometime after the second Sothic Turn, the cult
• The donated Pillar point enhances the rite, granting learned actual sorcery. Legend claims that Set personally
it an additional Storyteller approved effect. A Pillar appeared to the cult, blessing them with fertility and sacred
point that doesn’t align with any of the rite’s elements stones that described the cult’s first Closed Rites. The cult
provides an additional effect, though it cannot replace continued to serve the Arisen, but tensions arose. Set did not
a rite element. A Sheut point might make the caster permit stasis and demanded his adherents challenge all rulers,
soundless as well as invisible. A Ba point might allow including the Deathless.
the caster to see into a Twilight frequency, as he is just Then, the cult discovered the Scrolls of Isis; a prophecy
as invisible as the entities within it. claiming Azar would be reborn in the form of Cleopatra’s son,
Caesarion, ending the Arisen’s purpose. Azar would gather the
LAST DYNASTY mummies and leave for another realm with the entire world’s
magic in tow. The Set worshippers realized that this would
INTERNATIONAL lead to the destruction of reality, if not at least the loss of their
patronage. They swore to oppose Azar’s rebirth. Under the
Purity holds a righteous arm over hubris.
guidance of the Shuankhsen, Nefersobk, they betrayed their
For many, Last Dynasty International is just another name Arisen masters and took part in the end of Cleopatra’s reign
in the vast pharmaceutical industry. They manufacture drugs, and the murder of her son. Nefersobk claimed Parangelia Seth
vaccines, and materials for cellular and gene therapy. They as her own cult, now named the Loyalists of the Final Dynasty.
have a significant interest in the transportation industry and A series of further betrayals and shakeups followed. The
in wildlife preservation, headed by two subsidiaries. Their Mistress, Nefersobk’s favored prey, fell to Ammut and became
headquarters are in Thun, Switzerland and they’re incorpo- Shuankhsen. The Final Dynasty chose to serve the Mistress
rated in the Seychelles. They own a major research unit in and drove Nefersobk into the wilds. The Mistress, too, was
the Raleigh-Durham-Chapel Hill region of North Carolina. later betrayed by the Final Dynasty — perhaps because, despite
There, they hold open houses giving graduates from the area’s her nature, she longed for Azar’s revival; perhaps because, for

Sorcerers 275
all her attempts to disguise herself as Arisen, the cult could not leadership, the cult created the Rite of the Golden Vial,
follow a bad liar. Whatever the reason, the cult’s high priests the secret to the corporation’s success. They believe
destroyed her and claimed she had vanished. They turned the that they have a duty to change the world for the better,
congregation towards studying Amkhata creation. The Final but only if it makes them a hefty profit. They order the
Dynasty hoped they could create powerful monsters to devour capture of vessels and the creation of Amkhata to use
vessels and all involved with the Rite of Return, to honor Set them as bait for the Deathless. The fourth Sothic Turn
and prevent Azar’s return. While they thwarted the Scroll of excites them, as they now have an opportunity to draw
Isis’ prophecy, the cult feared that Caesarion’s birth had only enough Exudation to last for years.
been the god’s first attempt at revival.
• The Loyalists of Set comprise of the ideological descen-
This lasted until the 1800s, with the appearance of
dants of the Final Dynasty’s ousted leaders, identifying
Adam Drake, Esquire; Major Rhys Treharne, M.D. (ret);
themselves as the High Priests of Set. They believe the blind
and the Rt. Hon. Viscount Curke Island, James Killwarden.
pursuit of money has turned the cult away from stopping
The three Englishmen aided Muhammad of Ali of Egypt’s
Azar’s rebirth. The fourth Sothic Turn shocked them into
rise to power through an exciting caper lost to history. Not
action, and they plot to pull away the company from the
long after, Major Treharne aided a Final Dynasty cultist in
Three Gentlemen. Once they control the company, they
helping Egyptians escape Ali’s mandatory conscription, and
will take it back to its roots, and use the corporation’s
in return she inducted him into the cult. Treharne recruited
resources to engage in all-out war with the Arisen.
his friends, and the three used their new mystical abilities to
oust the Turkish from Egypt, and then oust the cult’s high For now, the tendencies agree that the Arisen must be
priests from the Final Dynasty. hunted and drained. To achieve this, the cult uses three
World War I scattered the Final Dynasty across Europe, major divisions:
Asia, and Africa. Reassembling during World War II, it spent • Under Dr. Reece Trombly’s oversight, Last Dynasty
the next two decades in hiding. Seeing an opportunity in Pharmaceuticals manufactures the corporation’s
increasing corporate greed, the Loyalists of the Final Dynasty products, and its cultists perform the Rite of the Golden
incorporated Last Dynasty International in the 1970s. Now, Vial. The Exudation the rite produces is the source of
the cult hides in plain sight. the miraculous properties of its medicine.
STRUCTURE • James Killwarden III manages the Killwarden
Last Dynasty International functions as an Enterprise Memorial Conservation Fund. The fund preserves the
cult (p. 121). Led by a CEO and a board of directors, work territories of endangered species, finances educational
is divided into several committees. Most of its employees are outreach efforts, and provides conservation biologists
ordinary workers, spending their entire time at the corpora- access to its biome models. Its cultists are on the cutting
tion developing, manufacturing, or transporting its mundane edge of Amkhata creation, incorporating animals from
products. their preserves for their projects.
The actual cult behind Last Dynasty consists of its leader- • Vice President of Transportation Security Drake Adams
ship, major shareholders, and a few employees throughout the is the secret master of Integrated Transport Solutions,
corporate hierarchy. They recruit members from within the LLC. The company ensures that Last Dynasty products
payroll, using corporate events and “psychological batteries” to are developed in-house and in the highest quality. It
determine an employee’s aptitude for sorcery. Unlike most sor- also serves as infrastructure by which cultists transport
cerer cults, Last Dynasty also brings ordinary people into the vessels, Amkhata, elite security teams, and captured
fold, using their exceptional organizational or public relation Arisen specimens.
talents to keep the cult hidden even within the corporation.
Though it appears to be a unified cult to outsiders, Last CLOSED RITES OF THE LAST
Dynasty International is embroiled in an internal cold war. DYNASTY INTERNATIONAL
The cult is divided between two tendencies:
• The Friends of the Three Gentlemen are the dom-
Rite of the Golden Vial
inant tendency, led by the Three Gentlemen them- The masterwork of the Three Gentlemen, the Rite of the
selves. Cell-scrub therapy keeps them young and allows Golden Vial accelerates an Arisen’s Descent (p. 199). The
them to manage the company in disguise. Under their lost Sekhem is expelled from the mummy’s body in the form of
Exudation, a thick, golden plasm. The plasm goes a long way,

276 Chapter Five: Immortal Foes


and one unit serves as the basis for 50,000 doses of Amphex, themselves. A point of Ab allows this to be the image
2,000 units of Nortromadine, or 100 courses of Mendathinol or actual presence of a non-Arisen loved one.
treatment. It is also a necessary component of cell-scrub therapy.
• The sorcerer must cut themselves, dealing at least
The three elements of the Rite of the Golden Vial are:
one lethal damage. Blood from the wound is squeezed
• The ceremony must start at noon, local time. A point into a receptacle and offered to the image or person.
of Ba allows the ceremony to be held at any time. A point of Ka negates the requirement for a fresh cut,
exchanging blood for saliva.
• The leading sorcerer must lead a blasphemous change
in Iremic, announcing to all that she will work to de- Completing this rite gives the sorcerer complete immunity
stroy all the Arisen create. A point of Ren allows the to Sybaris (p. 202) for an entire lunar month but prevents the
ceremony to be carried out in silence. interpretation of a Sybaritic Omen (p. 203) on another Sybaris-
afflicted person. A point of Ba allows for the interpretation of
• The sorcerer must slice open the mummy’s spleen, Sybaritic Omens, and completely refreshes Willpower. A point
heart, lungs, right carotid artery, and left eye with of Ren allows the sorcerer to know the name of the last mummy
golden daggers. A hollow spike must be driven into that attempted to inflict him with Sybaris.
the mummy’s skull immediately after. A point of Ka
allows the use of any cutting instrument. No matter
what materials are used, the rite must end with a roll. WILFRIED MOELLER
Action: Instant
“An Amkhat is just like any other animal. Train it well,
Dice Pool: Intelligence + Occult always keep it fed. You’ll help with that last part.”
Suggested Modifiers: The mummy isn’t restrained (−4),
the mummy is exposed to bright sunlight (+1), the mummy Background: Willfried Moeller grew up on a farm where
has Sekhem 3 or below (−3). he learned to raise livestock and came to love animals. He
pursued a career in ethology, the study of animal behavior.
Success: One unit of Exudation pours from the mummy’s Wilfried became especially interested in animal social inter-
skull. The mummy loses a point of Sekhem and one Pillar point action and studied group behavior.
from every Pillar with at least one point remaining.
He thought his Killwarden Fund internship would just be
Exceptional Success: Two units of Exudation pour from padding for his curriculum vitae. Then they showed him the
the mummy’s skull. The mummy loses two points of Sekhem Amkhata. Last Dynasty needed to know if the Sekhem-hungry
and one Pillar point from every Pillar with at least one point creatures had any psychology beside their hunger, and Wilfried
remaining. had the potential to become a sorcerer.
Failure: The mummy takes six lethal damage; one for They were right on the money. The creation of a new life,
every incision made into her sahu. with a new psychology, was exactly what Wilfried wanted
Dramatic Failure: As Failure, and the mummy may choose to study. He swore to serve Last Dynasty International and
to immediately die and enter a Death Cycle (p. 319). While a learned how to create a few Amkhata of his own.
mummy is dead, her body cannot be used in the rite. Description: Wilfried is a towering Swiss man in his early
Rite of Purity thirties. He keeps his black hair slicked back. Despite his
The Rite of Purity is known among all sorcerer cults with imposing figure, he has a gentle demeanor enhanced by his
close ties to Arisen, but Last Dynasty practices it the most. kind, blue eyes. He never feels at peace unless he’s around
In their line of work, it is necessary before encountering a animals, especially the Amkhata he creates.
mummy. Storytelling Hints: Wilfried is a fast learner, but he’s
The three elements of the Rite of Purity are: having a hard time acclimating to the Killwarden Fund’s work
environment. He disapproves of the sheer cruelty displayed
• The rite must be performed on a moonless night, be- when his co-workers work a summoning, and his bosses are
tween evening and dawn. A point of Sheut allows this uncomfortable with all the questions he asks about the cult’s
rite to occur at any time. two tendencies. The cult has yet to induct him deeper into
their mysteries for these reasons. Still, they can’t deny his
• The sorcerer must prostrate themselves before an usefulness. No one else can make a pack work in perfect
image of one of the Arisen, or one of the Deathless formation like Wilfried can.

Sorcerers 277
Attributes: Intelligence 3, Wits 2, Resolve 3; HISTORY
Strength 3, Dexterity 2, Stamina 2; Presence 1,
Manipulation 3, Composure 2 The Merry Pranksters faded into history as a colorful
Skills: Academics 2, Animal Ken (Training) 4, footnote, but they were a revelation for Henry Cooper. The
Athletics (Weightlifting) 2, Empathy 3, Intimidation psychedelic enthusiasts stopped in his town while on a road
1, Investigation 2, Occult 1, Politics (LDI Corporate trip to the 1964 World’s Fair. They threw a huge party, and
Structure) 1, Science (Zoology) 2, Socialize 3, Cooper snuck out to attend with a couple of friends. It was
Survival 2 the first time he took acid. A few years later, he saved up
Merits: Giant, Interdisciplinary Specialty what little money he had and, like many others at the time,
(Training), Multilingual (French, English), Ritual moved to San Francisco to live among the hippie subculture.
Sorcerer While some turned to revolution and others to Eastern
Open Rites: Amkhata Creation religion, Cooper traveled down a different path. He fell in
with the Temple of Eternal Life and Love, one of the many
Closed Rites: Rite of Purity (p. 277)
community centers that sprung up in the area. The food was
Investment: None good, the drugs were better, and its members were happy to
Integrity: 6 bring the young man in. Though the group had only formed a
Willpower: 5 few months ago, the esoteric knowledge, taught by the center’s
unseen benefactor, impressed Cooper. What he couldn’t have
Virtue: Compassionate known was that the Temple was a desperate effort to ensure
Vice: Nosy a mummy’s undisturbed rest.
Initiative: 4 Sarna was a loyal Sesha-Hebsu until he read the Dreams
Defense: 4 of Avarice, a heretical text claiming to tell the truth behind
the Arisen’s creation serve as a first step towards Apotheosis.
Size: 6
He believed the text and cannibalized the relic his Judge
Speed: 10 commanded him to retrieve. He spent decades roaming the
Health: 8 world in search of enlightenment, consuming vessels to stay
alive. By the late 1960s, Sarna lost his cult, was stranded in
THE NYCTOPIAN MASTERS the United States, and achieved nothing. Convinced he had
been deceived, he resolved to start the Temple as a new cult,
We will be your all, and we will be worth it.
return to henet, and beg his Judge’s forgiveness.
Many have attempted to prove the existence of an empire Cooper learned all he could from the Temple and devel-
older than Egypt’s Middle Kingdom over the past century, but oped a knack for sorcery. Sarna was sure that he found his
no one’s claims hold up to scrutiny. This is due to actual false next high priest and helped develop his talent over the next
claims and evidence, and the direct intervention of the Arisen. several years. He allowed Cooper access to his personal library
Some cultists are shocked to learn that their masters of occult texts, all Iremite history coded in the myths of other
would spend time and effort keeping the Nameless Empire a cultures. Only one book was off limits: Sarna’s annotated copy
secret. The Arisen loudly proclaim their faith in the Judges, of the Dreams of Avarice, which he could not find the heart
punishing sins in their name. When a mummy’s Memory is to destroy. This would be his undoing.
strong enough to remember her past, her closest allies are As soon as Cooper knew the book was off limits, he coveted
the first to know every single detail. Some Deathless fly into it. He craved all of Sarna’s knowledge, not just the piecemeal
rants about how empires like the United States barely hold a bits fed through filters of lies. He stole it the first chance he
candle to their lost kingdom. With all that in mind, wouldn’t could. He read the book while under the influence of his
they want the Nameless Empire to be known historical fact? “spiritual cocktail” — acid, marijuana, and amphetamine.
Wouldn’t it make their purpose easier? The truth of the Iremite religion enhanced by the careful
The Nyctopian Masters are a living example as to why notes of a mummy who remembered almost everything was
Arisen hide Irem’s existence. Led by a sorcerer with ambitions too much for Cooper’s mind. He fell into a delusion that he
of supreme power, the cult is filled with just enough knowledge was the Nameless Empire’s Pharaoh reborn, and that the
to be a threat. To add insult to injury, when the cult destroys Shan’iatu betrayed hm. Instead of giving him immortal life
a vessel or sends a mummy back to henet, they do it while and power like they had the Arisen, they cursed him to live a
cursing the Nameless Empire. mortal life. They needed to be punished. The Deathless must

278 Chapter Five: Immortal Foes


be destroyed, and Duat itself must be torn asunder. Empire from human culture, and then rule the planet as the
That night, he gathered the Temple into a secret meeting, Endless Empire.
where he told the congregants of his revelations. A few left The Scorpion has made it clear that the plan must be ac-
that night, never to return. The others marched with him to complished quickly. Every single creature that runs on Sekhem
Sarna’s makeshift tomb, where they slew the weak, defenseless must be discovered and destroyed, and there won’t be another
mummy and destroyed his canopic jars. Once it was done, opportunity to accomplish this for another millennium. The
they pledged to serve Cooper for eternity. cultists understand this, and act with an intense zeal. The
Henry Cooper declared himself to be the Scorpion, the Endless Empire is at hand, and there is no room for error.
True Pharaoh and inheritor of the world. The Temple of
Eternal Life and Love became the Nyctopian Masters, named CLOSED RITES OF
because they mastered their own destiny in a single night. THE NYCTOPIAN MASTERS
In 1979, the cult published The Handbook of the Nyctopian
Masters, a manifesto on the threat of Duat backed up by Rite of Vision
duplicated portions of Sarna’s copy of Dreams of Avarice. Sometimes, reading passages from the Handbook or of-
Distributed through head shops and underground circles, fering free lunches aren’t enough to get people to remember
with digital copies easily found on the internet, it has gone their very first past life in the Nameless Empire. When the
through four editions, with the most recent publications in Nyctopian Masters need to recruit an important person, or
2011 on the eve of the fourth Sothic Turn. at least convince them that they truly believe what they say,
they turn to this rite.
STRUCTURE The three elements of the Rite of Vision are:
The Nyctopian Masters function as a Tribal cult (p. 121). • The rite must be performed during a downpour. A point
Every aspect of the cult is under the Scorpion’s direct control. of Ba allows the rite to be performed during any kind
The cult is headquartered in the San Francisco Bay Area and of weather.
spread through the United States with pockets of activity in
Central America, East Asia, West Africa, and Eastern Europe. • The target’s eyes must be covered with mud. A point
These four international branches are led by a high priest or of Sheut lets anything that blocks vision cover the
priestess named after a legendary ruler or warlord, all trained target’s eyes. If the rite is worked on multiple targets,
and approved by the Scorpion. Half of them are fantastically all targets must have their vision blocked.
loyal to the True Pharaoh, and the other half are very good
at pretending. • The sorcerer must lead other sorcerers in a performance
of the vision they want their target to see. A point
Until 2012, the Nyctopians focused on recruitment,
of Ka lessens the requirement to one performer. The
drawing from college students, the older working class, and
lead sorcerer’s player must always roll to complete this
middle-aged dilettantes of New Age beliefs. The fourth Sothic
element.
Turn has shifted the cult into a proactive stance, seeking out
vessels and Arisen to destroy. The Scorpion also orders his Action: Extended (12 Successes required. Each roll is
underlings to investigate recruiting within the tech industry, 10 minutes.)
as he believes that programmers and hardware developers Dice Pool: Presence + Expression
are true modern-day artisans and deserve to become a guild
Suggested Modifiers: Rite is performed on a stage (+2),
in his new empire.
rite is performed in a private area (+1), audience members
The Nyctopian Masters want nothing less than the com- can visible see the rite’s performance (−2 for each member
plete domination of the planet. This may seem difficult due that can see).
to the cult’s small size, but the Scorpion has a master plan.
Success: All targets experience a vivid hallucination of
First, all vessels must be destroyed, and their Sekhem allowed
whatever the sorcerer wants him to see. For the next scene,
to return to the earth. Second, all mummies must be killed
any attempts to Persuade or Intimidate the targets receive a
and permanently returned to Duat, which the Nyctopians also
+3 bonus to the dice pool.
refer to as “Starry A’aru.” Once the Deathless and Lifeless are
sent back to what the Masters believe to be their unified para- Exceptional Success: As Success, and every sorcerer who
dise, they will perform a powerful ritual to destroy the realm. participated takes the Inspired Condition (p. 355).
Finally, they will use the power of all the liberated Sekhem Failure: All targets experience temporary blindness until
to conquer the world, eliminate all traces of the Nameless the mud or other vision blocking object is removed.

Sorcerers 279
Dramatic Failure: As Failure, and any attempts to Persuade refused. Sachiko felt useful to her parents and the Masters,
or Intimidate targets receive a −3 bonus to the dice pool. and she couldn’t imagine giving that up. She cut ties with her
sisters and has served the cult without question ever since.
Rite of the Pharaoh’s Ear
Description: Sachiko is a Japanese woman in her late
The Nyctopian Masters are spread throughout the world. In its
thirties. She’s of average height and has brown eyes. She keeps
early days, they faced a major challenge: members would need to
her black hair at shoulder length. She always feels cold, and
spend long periods out of direct communication with each other,
wears long-sleeved sweaters, regardless of the weather.
and especially with the Scorpion and his clergy. This Rite was
developed to make sure that the True Pharaoh’s adherents would Storytelling Hints: Sachiko is taking on an active role
never be far from each other — whether they want to be or not. in the day-to-day operation of Japanese Nyctopian Masters.
Her parents died a decade ago, and she hopes to replace them
The three elements of the Rite of the Pharaoh’s Ear are:
since their investment passed to her. The elders of the cult, all
• A living creature must be killed and torn apart in the next in line for head priest, severely disapprove of her actions.
name of the Endless Empire. While cultists usually She truly believes in the faith and claims that she re-
use rodents, some vindictive Masters sacrifice their members her entire past life in the Nameless Empire. Still,
neighbors’ pets. A point of Ba allows the use of animal she misses her sisters and hopes for one last family reunion.
carcasses killed by other means.

• An object must be slathered with parts of the animal’s Attributes: Intelligence 2, Wits 2, Resolve 4;
body, while the sorcerer chants an admonishment Strength 2, Dexterity 2, Stamina 3; Presence 3,
towards the gods of Irem. A point of Ren negates the Manipulation 3, Composure 3
need for the chant. Skills: Athletics 2, Expression (Speeches) 3,
Intimidation 2, Investigation 3, Medicine (First
• For the next six nights, the sorcerer must keep the Aid) 2, Occult 4, Persuasion 3, Politics 2, Stealth
object in their bed, and sleep while cradling it. A point (Shadowing) 2, Survival 2, Weaponry (Knives) 4
of Ka negates this requirement entirely. In either case, Merits: Holistic Awareness, Library (Occult) •,
the object can never be washed. Relentless, Ritual Sorcerer, Sympathetic
When the rite is complete, the object becomes a oneway Open Rites: Create Vestige (p. 273), Sybaritic
psychic microphone, broadcasting anything it hears into the Omen Interpretation (p. 273)
mind of the sorcerer that created it. The object works at any Closed Rites: Rite of Vision (p. 279), Rite of the
distance, but the sorcerer cannot shut out the noise it picks Pharaoh’s Ear
up. This effect lasts until the object is destroyed. A point of Investment: Ab 1
Ab allows for two-way psychic communication through the
object, and a point of Sheut allows the sorcerer to hear the Integrity: 5
deepest desires of the voices the object broadcasts. Willpower: 7
Virtue: Loyal
SACHIKO ISHII Vice: Sentimental
Initiative: 5
“You stand in the way of my birthright. Why should I show Defense: 3
mercy?” Size: 5
Background: Sachiko Ishii has been a Nyctopian Master Speed: 9
since birth. Her parents, Aya and Souta, marched with Henry Health: 8
Cooper on the night he became the Scorpion. They returned
to Japan and founded a local branch of the cult and raised
their three children in the faith. Memorizing passages from
THE SANGUINE FELLOWSHIP
the Handbook was mandatory, as was learning sorcery. Out Blood is eternal, and we control its flow.
of all their children, Sachiko was the most talented sorcerer. A local butcher drains the excess blood from her daily
Hana and Yuuka, her older sisters, escaped from the cult deliveries. Every month, she brings a huge tub to the man
once they were old enough to attend college. They begged her renting her spare room. He makes it into an elixir that keeps
to break away as well. After a long, agonizing time, she finally the leukemia at bay for just a little longer. He always tells her

280 Chapter Five: Immortal Foes


that if she brought him the same amount of fresh human blood, developing a cellular organizational structure was crucial to
it’d cure her completely. One day, she’ll give in. their survival after the empire’s fall.
The soldier hears his sentence with his head held high. The The blood sorcerers survived though the ages, hiding among
press calls him a monster. Shock sites share leaked videos of armies and warbands. In battle, the cult could use their bloody
what he did to a town square in a faraway country. The judge and violent rituals with few questions, and their magic could
says he’s committed a horrendous crime, but he knows better. help turn the tide for their patrons. As cells formed around the
For the price of a massacre, he’s ensured that his country wins world, the Adelfoi Aimatos became the Sanguine Fellowship. On
a war he foresaw in the guts of a comrade. every side of every major war in history, their cultists eventually
She’s the best at selling guns, missiles, and drones. Tonight, nestled into the modern military-industrial complex.
she’s securing a several billion-dollar contract for the govern-
ment, but the generals she hosts in the meeting room are here STRUCTURE
for another purpose. After the usual slideshow of figures and The Sanguine Fellowship operates as a Conspiracy cult (p.
charts, she projects an image of Iremite writings and leads 121), consisting of autonomous cells worldwide ranging from
them in prayer. When it’s over, she’s won the contract and 2-15 members each. Cells pursue their own projects, but are
the generals have their holy marching orders. not permitted to interfere with another cell’s project.
The man in the spare room, the soldier, the saleswoman While the leader of every cell is aware of the cult’s true na-
and the generals, all are members of the Sanguine Fellowship, ture, this is not necessarily true for the other cell members. Cells
though they may not know it by that name. Blood is perhaps can take the form of heretical orders in mainstream religions,
Sekhem’s closest manifestation, and the cult deals with it mystery cults within the military, interest groups in hobbyist
exclusively. They are masters of war and killers without re- circles, and political action committees. Whatever form the cell
morse. Now, as Sothis ascends, the Fellowship considers its takes, they usually have enough similar imagery and beliefs to
most contentious decision yet: serving the Arisen once more. cooperate. If necessary, cell leaders will not hesitate to step in
and reveal the truth to their adherents, especially if their actions
HISTORY would inadvertently hinder another cell’s goals.
The Sanguine Fellowship is not forthcoming with its While cell goals are varied, the hunt for immortality unites
history, but its most dedicated adherents know the basics. them. They keep tabs on known immortals (p. 257) and track
The Fellowship was once several independent cults of the Arisen when they awaken. They are especially close to
blood sorcerers from the Greek island of Karpathos. United by Blood Bathers, though these days they can’t help but see
a desire for immortality and a hunger to learn ancient magic, the ritual as a waste of blood’s true potential. The Sanguine
the cults banded together as the Adelfoi Aimatos and traveled Fellowship has existed long enough to see the benefits and
to Ptolemaic Egypt where they were accepted with open arms. drawbacks of every form of immortality and find all of them
wanting. They will settle for nothing less than truly living
Like many sorcerer cults of the time, the Adelfoi Aimatos
forever in one body — with no drawbacks.
served the Egyptian Arisen. The Deathless used them as
assassins, tacticians, and fortune tellers. The cult flourished Another universal goal is the need for war, which provides
under their patronage, and even discovered sacrificial rituals cover for their sorcery, and provides blood, and the Sanguine
that aided early Blood Bathers (p. 258). Fellowship is exceptionally good at waging it. They use their
positions in governments, militaries, and weapon developers to
It was not to last. A shadow war erupted among the sorcer-
encourage it. However, the cult approaches their warmongering
ers of Egypt, and the cult chose the wrong side. Their Arisen
with caution. The cult fears nuclear war above all else. Initial
patrons fell into henet, leaving them defenseless. Their allies
deaths from a nuclear bomb shed little blood, so is therefore
saw an opportunity and betrayed them, accusing them of poi-
pointless, and no sorcery in the world could reverse the damage.
soning important leaders. The cult, nearly wiped out, fled the
nation and served an Arisen known as the Crimson Pharaoh. Every year, cell leaders gather in one location, chosen at the
previous year’s meeting. This gathering, called the “Reunion,”
When Marc Antony marched to Alexandria, the Crimson
is when they report on their progress and collectively decide
Pharaoh and his cult came with him, and attempted to
on the cult’s actions. Once the year’s agenda is complete, the
transform Cleopatra’s son, Caesarion, into Azar reborn. The
Fellowship celebrates with sacrifice, sorcery, and debauchery.
ritual failed, and the Crimson Pharaoh abandoned Antony.
The Arisen fell into henet not long after the Roman Empire’s The Reunion of 2012 posed an important question:
birth, and the Adelfoi Aimatos scattered to the winds once now that the Sothic Turn has arrived, should the Sanguine
more. While the sorcerers still gathered in secret meetings, Fellowship join the Arisen’s cults once more? The topic

Sorcerers 281
was met with violent debate. The cells eventually agreed to changes the requirement so that the sorcerer’s head
continue observing the Arisen and revisit the question next only needs to be soaked in the blood.
year. Several years have passed since, and the Fellowship is
no closer to an answer. • The sorcerer must remove his head from the blood
and praise Ares while facing the sun. A point of Ren
CLOSED RITES OF negates the need for praise, allowing the rite to be done
THE SANGUINE FELLOWSHIP in silence.
Upon completion, the sorcerer can kill with impunity for
Rite of Innocence the next twenty-four hours. No matter how many people he
The Sanguine Fellowship kills. There is no better way to kills, or how it is done, the sorcerer never suffers a Breaking
obtain the fresh, human blood that powers their rites. Not all Point. A point of Sheut erases all traces of the killer’s identity
its members are stone-cold killers, and still feel remorse, guilt on the victim’s body once the kill is complete. A point of Ba
and sadness over their murders. This rite is designed to shut extends the sorcerer’s killing power to Ephemeral entities; the
down those pesky feelings. sorcerer harms them as if they were manifested.
The three elements of the Rite of Innocence are:
Rite of Haruspicy
• The sorcerer must drain the blood of a proven warrior When the cult served the Crimson Pharaoh, they learned
into a deep bowl or container, filling it to the rim. A the art of Haruspicy, a form of divination that used the en-
point of Ab allows it to be anyone’s blood. trails of sacrificed animals. The Sanguine Fellowship still
practices the art with just one major difference: they use
• The sorcerer must dunk his head into the blood, long
human sacrifices.
enough until they run out of breath. A point of Ka

282 Chapter Five: Immortal Foes


The three elements of the Rite of Haruspicy are: Storytelling Hints: Life is good for Peter, and it can only get
better. With the world in crisis, there’s never been a better time
• The sorcerer must kill his sacrifice without damaging
to own a mercenary company. States and private clients around
the sacrifice’s abdomen. A point of Ba allows the rite
the world inquire about hiring Spearpoint every day, and his
to be performed on any corpse if the abdomen is intact.
employees have played a part in decisive battles around the world.
• The sorcerer must slice open the corpse’s abdomen with The Arisen’s return annoys him. Those in favor of serving
a silver-tipped blade, removing the liver and dividing them claim that the Deathless are the most feasible example
it into five equilateral pieces. A point of Ka allows the of immortality, but Peter refuses to buy that. He believes that
use of anything that can cut flesh. if he can prove his soldiers are better at locating and securing
vessels, and if he can get his top-secret cellular regeneration
• The sorcerer must drink blood from each of the five project off the ground, he can convince the cult to finally wash
pieces, and then arrange them into a pentacle. A point their hands of these archaic, pointless monsters.
of Ab negates the need to drink blood. Traditionally,
sorcerers enhancing the rite with Ab pour the blood on
top of a reflective surface, but even this is not necessary. Attributes: Intelligence 3, Wits 3, Resolve 4;
Strength 4, Dexterity 3, Stamina 3; Presence 4,
Upon completion, the sorcerer receives a vision of an Manipulation 3, Composure 4
upcoming major life event. A point of Ren allows the sorcerer Skills: Athletics 4, Brawl (Blocking) 2, Empathy
to see the identity of every person in the vision. A point of 2, Firearms (Handguns, Shotguns) 3, Intimidation
Sheut reveals the greater context of the event, eliminating (Interrogation) 3, Investigation 2, Occult (Ghosts)
any potential misinterpretations or deceptions. 3, Medicine 3, Persuasion 3, Politics 3, Socialize
(Formal Events) 3, Stealth 2, Streetwise (Black
Market, Navigation) 4, Subterfuge 3, Survival
PETER ROUSSES (Shelter, Weather) 2, Weaponry 3
Merits: Contacts (Military), Contacts
“Of course you need my help. Fair warning, it’s going to be (Mercenaries), Encyclopedic Knowledge (Politics),
messy.” Fast Reflexes •••, Fleet of Foot •••, Inspiring, Iron
Stamina •••, Professional Training (Soldier) ••••,
Background: Peter Rousses never cared about conse- Ritual Sorcerer, Sorcerous Knowledge, Trained
quences. He seized every opportunity he could. When he Observer
wanted something, he took it. When he discovered a book on Open Rites: Create Vestige (p. 273), Exorcism,
how to summon and bind ghosts, he followed it to the letter. Summoning, Sybaritic Omen Interpretation (p.
He got so good at it that when his parents discovered his 273), Warding
talent they burned the book and sent him to military school.
Closed Rites: Rite of Innocence (p. 282), Rite of
There, he was recruited into the Bleeding Goat, the Haruspicy (p. 282)
school’s time-honored secret society and a cell of the Sanguine Investment: None
Fellowship. Delighted to be in the company of fellow sorcerers,
he rose to prominence and graduated with top honors. He Integrity: 4
enlisted in the military soon after, keeping in contact with Willpower: 8
his cell. Virtue: Steadfast
After two tours of duty, Peter used his connections to form Vice: Indulgent
a new cell: Spearpoint, a private military company. Now, he
serves the cult as a high priest, making conflicts bloodier and
Initiative: 7
profiting from the carnage. Defense: 7
Description: Peter is a fit, muscular Greek man in his Size: 5
early fifties. He has dark olive skin, which contrasts with his Speed: 14
blond hair and gray eyes. When he isn’t wearing the finest Health: 9
suits money can buy, he wears button-down shirts and khaki
pants. He wears a bloodstained apron when he works his Notes: Peter’s Professional Training Asset Skills are
rites. It’s the same apron he wore for his very first sacrifice in Firearms, Streetwise, and Survival.
military school.

Sorcerers 283
284
I am a forest, and a night of dark trees: but he who is not afraid of my darkness,
will find banks full of roses under my cypresses.
— Friedrich Nietzcshe

D eathless awaken outside conventional timelines and ideas


of past, present, and future. They Descend and arise in
locations miles away from the warmth of their homeland,
sometimes in years prior to their last awakening, sometimes Historical Adventures
in years far into the future. They walk among people from
every part of the world, adopting cultures not even their Though the countries and cities presented in this
scarce Memory recalls, and feel the inexorable pull to hunt
chapter provide settings for play in the modern day,
Mummy is a game that encourages Storytellers
their artifacts. Throughout centuries, the Deathless spread and players to set their games in historic and even
and wander in pursuit of their own faith. future eras. The nature of the Timeless Chronicle
They crawl from tombs and crypts, some Arisen for the first is such that books such as Dark Eras, Dark
time, others for the hundredth, some asleep on top of undisturbed Eras Companion, and Dark Eras 2 are per-
mountains or deep within silent bogs, others to the noise of cars fect sourcebooks for Mummy: The Curse, with
in a large pulsating city. Different as their circumstances are, the Mummy receiving special coverage in eras in-
survival and adaptation in a world once again new and unexplored cluding Cleopatran Egypt, Revolutionary France,
is a shared need for all of them. What little they have left of their
and Scandinavia when wracked by its witch tri-
als, to name a few. The eras absent of mummies in
Memory is the only thread tying all of what was lost in a previous these books are still incredibly useful, with many
life to a new Descent, and the foggy puzzle pieces are enough to locations, events, and characters transferable into
create meaning or pave the road for what is to come. a game of Mummy with minimal effort.
Use the examples in these templates to create playable
areas for a first chronicle. Traverse different time periods
and experience how the existence and goals of the Deathless
change according to the context in which they exist.
under imperial control. They built massive monuments in the
CUZCO, PERU Ancash highlands, including a vast temple marking out the
cardinal points of solstice and equinox, following principles

E ven before the first Sothic Turn, villages existed in the


fertile valleys along the northern coast of the land now
known as Peru. Around the time of the second turn the Chavin
familiar to those studying sacred geometry. The Huari and
Tiwanaku empires dominated the third turn and continued
the tradition of building sacred geometry in solid stone as did
civilization brought both the lowlands and the highlands the Inca who followed.

Cuzco, Peru 285


As well as masonic arts, the region houses many mummi- present when the Inca made Cuzco their capital. Whatever
fied bodies, the oldest verified individual dating back to 7020 route they took from Irem, there was a definite Su-Menent
BC. This would seem, at least on the surface, to be prior to presence in Cuzco during the Inca era, and possibly before that.
the time of Irem. Could the Shan’iatu have been active in Whether or not the conquistadors succeeded in destroying
the Andes before they came to Irem? Was the Rite of Return, all the mummies, their cults took a hit. Cultists are not im-
perhaps, not first performed in Irem? These questions fascinate mune to measles, smallpox, influenza, and other plagues the
the Whisperers and the Morticians, many of whom have sent Spanish brought to the continent. Many sacrificed themselves
their cults to join the flocks of tourists and archaeologists bravely in defense of their mummies. Enough, however, lived
frequenting the area in modern times. to pass their lore on to their descendants.
Although tourism provides the primary source of income After Pizzaro took the Inca capital he moved on, leaving
for the people of Cuzco there have been interesting agricul- a garrison behind, amongst which were the core cultists of
tural developments in recent decades. Many local farmers Zadkhiau, a mummy of the Tef-Aabhi fascinated by tales of
have reverted to Inca crops and methods of cultivation. This the ancient buildings in the Andes. His cult carried him in
has proven profitable (the Inca, after all, fed huge numbers secret to New Castile where Zadkhiau installed himself in one
of people from a limited amount of land) and many of the of the temples high in the Andes, an area as rich in vessels
ideas and methods are spreading to other mountainous areas as the cities had been rich in gold. The cult swiftly gained
around the globe. Some locals believe that restoring traditional the trust of the Inca resisting conversion to Christianity and,
methods of cultivation may help combat climate change. together, they were able to prevent the despoiling of many
more remote caches of Sekhem.
THE ORIGIN Macchu Picchu is on every backpacker’s bucket list.
The Inca rose to prominence in the early 1400s and contin- However, there are plenty of Incan, and even older, ruins
ued to dominate the area until the Spanish invasion. In Cuzco, within a day’s travel from Cuzco. Many Inca descendants
they kept royal mummies, and clad their Temple of the Sun in earn their living accompanying tourists on lesser known trails.
plates of gold. Pizzaro entered the city in 1533, six years after Zadkhiau’s tomb, once hidden, has become more accessible
his appointment as governor and captain of conquests in New as tourists — thieves, cultists, sorcerers, and worse among
Castile. The Inca, weakened as they were by civil war and the them — infest the Cuzco region. Mummies are not the only
diseases the Spanish bought to the Americas, presented him seekers after Sekhem.
with little challenge. The Spanish knocked down the walls of For centuries, Zadkhiau felt secure from the Shuankhsen
the temples, stealing the gold and building their churches on and other rivals for his hidden horde of vessels. All that
the foundations. The conquerors records state they tracked changed with the UNESCO listing and the re-discovery in
down and destroyed every last Inca mummy, bringing an end 1999 of the mummified bodies of three children sacrificed
to idolatrous worship. on the peak of Llullaillaco volcano about five centuries ago
The churches built upon the walls of Inca masonry came at the height of Incan dominance. Suddenly, there’s a huge
down in a devastating earthquake in 1950, but the Inca increase of interest from the Tef-Aabhi and the Su-Menent,
buildings remained as intact as the conquistadors had left and the desire to profit from these discoveries brings these
them. The city became a UNESCO world heritage site in guilds into conflict.
1983, since when tourists have been flooding in. Most of the
population now works in services supporting tourism. Indeed, STORY HOOKS
all the local universities run oversubscribed courses in tourism.
Some visitors stay only a few days, touring round the museums • LIDAR is a relatively cheap technology using pulsed
and the older parts of the town, acclimatizing themselves prior lasers mounted on airborne vehicles to generate
to taking the challenging trek up to Machu Picchu. Colorful three-dimensional mappings of structures on or just
street markets and traditional festivals, along with a significant beneath Earth’s surface. LIDAR’s ability to reveal
student population keep Cuzco lively, as well as an array of previously hidden tombs has been a game-changer for
nightclubs and bars. Arisen all over the world, but it is having particularly
devastating effects in the Americas. An archeological
No one knows precisely how long Iremite mummies and
expedition headed for a site found in this manner is
their cults have been active in Cuzco. There are certainly
currently assembling in Cuzco. The academics are
rumors that some Necromancers travelled to the Americas
hiring guides and preparing their equipment. They
around the time of the first Sothic Turn. Some believe at least
are heading for a location containing a sizeable cache
some made their way across the Amazon and the Andes were

286 Chapter Six: A World for Exploring


of vessels. Some Arisen are encouraging their cultists don’t fully comprehend the pre-Columbian aesthetic, but some
to infiltrate the expedition, whether as academics or have decided that Incan artifacts are worthy of closer study.
local guides, to ensure these vessels return to Duat.
SESHA-HEBSU
• Around the time of the first turn, several of the Arisen,
hearing tales told by merchants blown adrift while The Inca had no writing. They kept records by tying knots
rounding the Cape, took that route deliberately and in strings, storing these quipu carefully as a means of keeping
arrived on the coast of Brazil. Slowly but steadily they their accounts. The Lorekeepers explored, of course, along
made their way west. Eventually they arrived in the with the Spanish, but they found little to interest them. Happy
area that is now Peru and, over the next millennia, enough to leave exploitation of the area to others, they con-
fostered cults that reached their zenith along with the centrated on the northern and eastern parts of the continent
Huari, a civilization preceding the Inca. When the con- where records existed in more florid format.
quistadors arrived, the cultists guided the Inca to hide Since Macchu Picchu became a tourist magnet, the Scribes
the sacred mummies from conquistadors determined to have been re-examining the area. The beliefs and practices of
wipe out all traces of paganism. This game of cat and the pre-Columbians seem to many like a distortion of the true
mouse required every scrap of ingenuity and influence belief and just laws of Irem. Some Diplomats begin to wonder
the cultists could summon. whether a mummy was responsible for these distortions and
are keen to look into the possibility of irresponsible behavior.
• Petemet of the Su-Menent undertook the journey to
the Americas, but only the descendants of her cult SU-MENENT
know anything about her. Most believe the conquis-
The Shepherds dominated the small group of Arisen
tadors destroyed her, as they confidently reported no
travelling to the Americas during the first Sothic Turn and
mummies remained. Report writers, however, would
subsequently established their cults among the Huari and,
often recount what they believed their superiors wish
later the Inca. Today, even those unaware of this part of their
to hear. Some of the cult’s descendants believe that
guild’s history on the continent find the Andean mummies
Petemet survived and they want to find her.
fascinating and wish to study them further. Unfortunately,
from their point of view, there is a movement, apparently
THE GUILDS driven by indigenous people, opposing the uncovering and
Until the current turn there were few Arisen present in study of further mummies.
Cuzco. Now, with the ease of air travel, news travels faster The cult of the Necromancer Ta-Hemi have encouraged
and the guilds have all heard of the treasure troves of vestiges a number of indigenous elders to express concerns about the
hidden in the area. distribution of the economic benefits arising from the display
of Andean mummies. “Surely there would be more profit for
MAA-KEP the children of the Inca were more such bodies displayed,”
they reason. During the fourth turn, they organized a motion
Maa-Kep cults in South America are active in syncretic
at the Third World Congress of the Quechua Language to
religions and social justice issues. They are aware that the vast
support further investigation of the Llullailloco Children,
area covered by the Andes holds many treasures and there is
arguing that this would allow the greatness and evolution of
some debate within the guild as to whether they can spare the
the Inca ancestors to diffuse widely through global culture,
resources to look into every single Inca, Aztec, or Huari ruin.
emphasizing the continuity of belief from ancient times to
Some reliable cultists have travelled to Cuzco to investigate
the present day.
and, should it prove worthwhile, mummies will follow.

MESEN-NEBU TEF-AABHI
The Tef-Aabhi presence in Cuzco dates back to the
At the time of the conquistadors, when all talk was of
Spanish defeat of the Inca, though only Zadkhiau has re-
cities of gold, many Mesen-Nebu became interested in South
mained consistently in this nome. Zadkhiau mobilized his
America. They found less gold than they hoped, and the aes-
cult to protect his own tomb and resources from rivals and to
thetic of the pre-Columbian cultures was far from Irem. Did
prevent the destruction of vessels. Through Quechua language
dedwen flow through the work of the Inca artists? While the
media, they started a movement to protect the mummified
Brokers debated, the Inca’s works were melted down, lost in
corpses of the Andes. Archaeologists believe there are at least
the mountains, or shipped off to Spain. The Alchemists still
40 unexplored sacred sites high in the Andes, but the Director

Cuzco, Peru 287


of the Museum of High-Altitude Archaeology has given in to
the cult’s demands and forbidden any further disturbance of
mummies in the area.
Zadkhiau’s relationship with his guild has, to date, been
distant. However, now the non-Inca world is realizing the
value of pre-Columbian artifacts, the area is attracting more
exploration and exploitation. As more humans and Deathless
move in, the Tef-Aabhi are taking a keener interest in
Zadkhiau’s activities.

NOTABLE CHARACTERS
Zadkhiau: Zadkhiau has been in the area since 1533.
The recent influx of tourists has forced him to adapt to the
presence of other seekers after Sekhem. He fears coming
under investigation by his own guild as, to his shame, he has
been hoarding vessels he should have returned to Duat. His
cult’s efforts to prevent further unearthing and study of the
Andean mummies are bringing them into conflict with the
Morticians’ agenda.
Ta-Hemi: Ta-Hemi believes that some mummies of her
guild migrated to the area at the time of the first or the second
Sothic Turn. She is keen to know more. She believes Zadkhiau
has relevant information but, as they are at odds over the
disposition of the Llullailloco Children and other Andean
mummies, they have not been working together.
Vitas Varnas: A sorcerer in the Cult of Ta-Hemi, Varnas
is studying the vessels her team unearths. Their explorations
encounter constant opposition from the Cult of Zadkhiau.
Vitas has had some contact with Zadkhiau, himself, as both
spend long hours at the museum.
Vitas is unsure where his future best interests lie. He does
not like Ta-Hemi, feeling she is too arrogant. He is beginning
to suspect that Zadkhiau is an immortal being of some kind.
Varnas could well become a double agent.
Doud Sulmon Juma Hassan: A Shuankhsen going by the
name of Doud flew into Cuzco economy class and has since
overstayed his tourist visa. He is aware that there are many
valuable vessels in remote parts of the area. After stealing
LIDAR records from the Andean University of Cuzco, he
tracked down a previously unexplored ice mummy tomb.
Hiring a couple of local petty criminals to assist him, he broke
it open and stole the vessels it contained. He needs more,
but the tombs he can reach are well-guarded by Zadkhiau’s
cult. Doud is looking for ways to get around the security but,
NOTABLE LOCATIONS
meanwhile, he has become convinced that he can find what Choquerquirao Regional Conservation Area: Zadkhiau’s
he needs along the Inca Trail. He finds it easy to tag along tomb is here and many of those responsible for the area’s
with parties on the trails towards Machu Picchu and does conservation are members of his cult. His tomb once housed
his best to manipulate them into carrying out actions which a Huari mummy who does not seem to have experienced the
perpetuate his existence. Rite of Return. Zadkhiau moved his tomb’s former occupant to

288 Chapter Six: A World for Exploring


Vilcabamba, a site which only became known to archaeologists in exhausting experience. It represents a significant gathering of
2011. For the best part of 500 years, Zadkhiau has been looting a rich tourists made vulnerable by the rigors of the hike. There
vast number of vessels from Vilcabamba. He has delivered some is little blatant robbery, but small cons like persuading a client
to Duat but he keeps many more in his tomb. Despite Zadkhiau’s to tip overgenerously or selling “handmade” souvenirs mass
depredations, Vilcabamba remains rich in history and relics. produced in the PRC are common.
The Inca Trail: Only limited numbers are permitted Some tourists report seeing odd things; ghostly figures that
to walk the trail at any one time and it is an expensive and fade in and out of sight, a tall, pale man with sharp incisors or,

Cuzco, Peru 289


maybe, fangs, a jaguar that seems to be made out of smoke, the Maglemosians’ cultural traditions, but a particular group
something that looks like rotting flesh wrapped in bandages. went down in Deathless history as the earliest northerners to
Hikers tend to ascribe such experiences to altitude sickness, successfully awaken an Arisen from Scandinavian soil.
exhaustion or the gastro-intestinal disturbances that plague What brought a group of three North Africans to the
so many walkers on this trail. stark North in the first place remains unknown. When the
The Shuankhsen Hassan is always keen to offer his ser- communal grave of the three individuals was excavated,
vices as an ‘unofficial’ guide who knows the way to places the several spices, fabrics, oils, and ceramics only found in Egypt
authorities do not want the public to visit. proved they were migrants from areas specific to the Nile, and
scientific tests show they were around the same age and all
DENMARK male. They also died at the same time, as they were found in
the same grave, placed in fetal position next to one another,

B urrowed deep within the frozen mulch of arid plains,


drowned in compact swamp water, and hidden under-
neath cliffs and caves, lies ancient secrets with origins far
with several bone lacerations and fractures. According to the
Sesha-Hebsu, these three individuals were not mauled by a
wild animal or attacked by anything human. They were slaugh-
away from the cold North. Times of secular beliefs and pa- tered by the mummy they carried to Denmark and awoke on
ganism mark the grounds and generations of Scandinavian its soil. Despite the group’s thorough preparations, they appear
inhabitants. The belief in several gods is not uncommon to to have quickly succumbed to the mummy, and many other
its people, and with the appeasing of the gods came sacrifice settlements fell victim to its wrath upon awakening.
— living sacrifice, some of whom once again arise. The raw
Spring of 1920 saw the mummy’s excavation from a bog
and untamed frozen climate forced families together, in efforts
with a loose noose around its neck, facts leading the Su-Menent
to forget the bitter cold. Some became more than family, and
of today to assume it was forced into slumber. When the
found solace in cultism and untraditional beliefs, performing
Necromancers heard word of the mummy excavation, it did
rituals in effort to forget the hardships of living.
not take long for them to confiscate the archaic drawings and
In modern times, Danes no longer fight for survival and symbols found on the linen buried in the muddy tomb, before
Denmark is a country with high living-standards, social se- mortal hands dug in too deep. The mummy is still in the hands
curity, widely regarded as a healthy location to live for both of the Su-Menent, and they keep its whereabouts confidential.
body and mind. However, the old and dark days still flow in
Denmark attracts sorcerer cultist from around the world,
Danish veins, reminding them of their origins and what secrets
and the cult that worshiped the first bog mummy never truly
sleep beneath their feet.
died out. Stories of the cult spread throughout the super-
Now, the bogs once again pulsate with magical ener- natural inhabitants of Scandinavia, and a young hunter cell
gies. Sekhem sparks old bones and preserved remains into calling themselves “Gungnir” have taken a great interest in the
existence. Traditions of cultists surviving generation after former cult. The guilds fear the Sekhem of the first mummy
generation call Deathless from their tombs, returning to their still lingers in the bog where it was found, and the mummy
masters in hopes their necromancy will not be in vain. somehow uses its slumbering powers to gather a new cult and
once again rise. As its guild affiliation is unknown, as well as
THE ORIGIN its Decree and why it didn’t wake during any of the Sothic
Denmark covers a large area of diverse cultures, but centu- Turns, how it’s been able to sustain a cult through its dreams
ries of fighting for survival has created a hardened mindset in is a mystery the mummies of Denmark want answered.
many modern Scandinavians. Nothing comes between them
and their nearest, and relations with strangers are prioritized STORY HOOKS
last. This state of mind creates isolation, which keeps them safe
• Mortal interest in the first mummy of Scandinavia,
from harm but prevents many opportunities for social interac-
kept in custody by the Su-Menent, is growing. Gungnir
tion. They do not take kindly to strangers, not because they
researched intensively in its history and whereabouts
dislike diversity, but because they see ill intent before positive.
and the public eye in shape of media attention is
Before vikings and the foundation of established chiefdoms compromising the safety of the mummy. Websites and
and towns, Denmark was home to the Maglemosians, the first groups on social media sharing their knowledge of the
people to inhabit the Scandinavian peninsula after the Last mummy grow and increasingly spread information,
Glacial Maximum. They hunted and gathered their way into factual and otherwise. The Su-Menent are forced to
a previously frozen Denmark, and became some of the first open up to their fellow guilds to gain their support and
humans to settle down in the region. Not much is known about protection from mortal scrutiny.

290 Chapter Six: A World for Exploring


• A mass grave recently excavated in a bog near Roskilde MESEN-NEBU
revealed up to 30 bodies arranged in contorted and un-
natural positions. All of the bodies were arranged to shape The Alchemists came to the North primarily for the vast
a large wheel, all buried with their faces pushed toward amount of raw material, such as oil, and little to no competi-
the bottom of the bog. Each of them is either arranged tion in the beginning of the 19th century. Many Mesen-Nebu
with or holds what archeologists describe as “objects not to this day influence large parts of the oil export trade. They
originating in Denmark or wider Scandinavia”. They paid little attention to the unearthing of a Deathless’ bodily
believe the bodies were sacrifices but are unsure by whom remains, and had even less interest in getting their hands
and for what purpose. Pictures of the objects circulate on it. However, they did find the prospect of something so
in newspapers and social media and are theorized to be untamed and raw with such potential power intriguing, and a
millennia-old artifacts originating from the Nile region. few Mesen-Nebu fell in love with the idea of polishing a lump
of coal into a diamond. Before they could get their hands on
• A black metal band, Screams from the Bog, are a new, it, the mummy disappeared out of sight, and it is only now
disordered cult claiming to feel the surge of Sekhem with the increased attention they once again become aware
calling them to locate and summon the ancient mum- of its presence.
my, or the “Urfader”, from his slumber. This catches the
attention of several guilds. Exposure of the Deathless SESHA-HEBSU
world could cause a public uproar and the possible
The Scribes are one of the oldest guilds of Denmark. They
demise of mummies in Denmark and later Scandinavia
were greatly involved in the Scandinavian witch trials, as
at the mouths of hungry Shuankhsen. Additionally, if
some of their own were hunted as demons due to their unholy
these “Screams” truly feel the Sekhem of the Urfader,
magical abilities. Since then, they settled down and made it
they could wield dangerous powers and unleash a
their duty to prevent any future mortal hunt of the Deathless.
destructive Deathless they have no control over. The
They wish not only to record history from the perspective of
guilds expect Screams from the Bog will meet the same
the mummy, but also learn from it and adapt and reform into
fate as the group awakening the Urfader years before
something better. The Sesha-Hebsu followed the path of the
them, but the concern comes from what the mummy
Urfader closely, and have used centuries studying old texts,
will do with its peers after waking.
runestones, and drawings describing the legend. They think
the Su-Menent’s direct involvement with the creature is
THE GUILDS despicable and unnatural, and believe history should take its
Over centuries, Denmark and Scandinavia have attracted natural course. A potential awakening of the mummy would
enough mummies to create sizable representations of each be dangerous, yes, but so very interesting to record.
guild. Through years of adaptation, they have been shaped by
society and shaped it with their own values and ideas. Their
SU-MENENT
focus and purposes are different, but what is common for every The first guild fully established in Denmark, the Shepherds
guild is their desire to create a world suited for the Deathless. arrived long before any of their peers. Rumors that the Urfader
is Su-Menent has sparked interest from the guild. Attracted
MAA-KEP by the conversion from one large set of beliefs, from Asatru to
The Engravers are one of the latest additions to Denmark, Christianity, the Su-Menent made its way to the North. They
and only grew large enough to truly represent and utilize their felt a spiritual connection to the shift in faith and pure curi-
abilities in the last 90 years. They simply never saw Denmark osity drove them onward. When the Urfader fell into mortal
as an important area. This all changed when the Urfader was hands, they had to act immediately. Disturbing the tomb of
first unearthed. As the former secret police of Irem, they feel something so rare and ancient could be fatal and is also against
an unmatched need to keep an eye on the powerful creature. any Judge’s will. They stole the bog mummy without leaving
Unlike other guilds, they do not seek to manipulate it directly, a trace, and have only grown more protective with the public
but rather observe other Deathless and their behavior around eye slowly turning toward the activities of their servitor cults.
the ancient mummy. They want to ensure whatever happens will
happen with respect for the Shan’iatu and the Judges. Although
TEF-AABHI
they do not hold the largest representation in the North, they are The New Pharaohs arrived in Copenhagen as Christian
powerful enough to make an impact on other mummies and make IV expanded the city. He built one extraordinary building
them look over their shoulders before taking unorthodox action. after another as a band-aid on the gaping wound that was

Denmark 291
his kingdom’s defeat in the Thirty Years’ War. He could not drains the Sekhem from stored away mummies and antiques,
manage the constructions alone and hired builders from around but his supply is running low and he will soon be forced from
the globe, and thus Tef-Aabhi cults smuggled their masters in. his hiding place to hunt Arisen among the Danes.
The immortal architects settled down as an established guild in
the 16th century, hearing rumors about a disturbed tomb and NOTABLE LOCATIONS
mortal fingers in what is supposed to be a resting place. The
Grauballe Bog: The bog in which Urfader was found is
heka had been destroyed and they intended to recreate what
situated in the city of Silkeborg. The bog in itself is small and
was lost and are now more interested in bog than the Urfader. If
unnoticeable in the landscape, but holds great importance to
only they could get more information from the Su-Menent, they
the people in its area, providing them with peat to heat up
could rebuild the mummy known as Urfader to its former glory.
their homes and stoves. A peat digger stumbled upon Urfader’s
NOTABLE CHARACTERS body as he dug his spade into the mummy’s shoulder blade.
Since then, the bog has attracted activity from curious mor-
Urfader: When Urfader’s cultists awoke him upon arrival tals wanting to visit and even search the waters for findings
in the land that became Denmark, his Sekhem was so powerful making them famous or wealthy. The Deathless have also
and his summoners so unprepared, he destroyed them where been drawn to it. If a being of such power was found in the
they stood, flinging them into a nearby bog with several lacera- bog, chances are he wore, or brought with him, artifacts of
tions. He raised havoc in nearby settlements, almost destroying great importance. Merets, therefore, search the area hunting
the entire population. The last mortals standing made a final items to gain information about the Urfader and his story.
blow, bound the mummy and through a sacrificial ceremony The National Archives: According to mummy scholars,
subdued him in a nearby bog. His Sekhem, although not the National Archive in Copenhagen holds the most informa-
enough to awaken him, affects groups of mortals dedicating tion about the Urfader and several reports of mummy activity
time enough to research him, and he is on the verge of once throughout time. Even Sesha-Hebsu, being the owners of the
again roaming Denmark. most mummy information in Scandinavia, yearn to dig deeper
Daunil Khamet: As a Deathless, she arose with one pur- into the lore of the Deathless from the perspective of mortals.
pose only: to protect the Urfader’s remains. She has known What they know about the Urfader might prove valuable to
nothing else throughout her existence in Denmark and serves them in their research but falling into the wrong hands could
as the mummy’s protector and keeper. The Su-Menent treat end in catastrophe. The chief historian running the archives
her as a lesser being, almost like a Sadikh, although she is as does not give out information to just anyone and has begun to
powerful as any other Deathless. Her guild reasons that if wonder where the interest for the ancient mummy originates.
they kept her in isolation from the world, and only focused on Tingstedet: When the cellar bar opened in the early 1970s
shepherding Urfader, they might prevent the sleeping mum- in Odense, a city placed in the middle of Denmark, between
my from infecting her with its dreams and spreading chaos Jutland and Sealand, the Sadikh owner had more in mind
throughout Copenhagen. Daunil is slowly realizing there is than serving customers. He wanted to create a free haven for
more to her existence than bodyguarding, but her increased mummies to enjoy their evenings without having to fear mortal
curiosity is not welcomed by her guild. interruptions. The bar is heavily guarded without being visibly
Sarkalis: Sarkalis — a dreaded Iremite legend of folklore so, ensuring no unwelcomed guests enter. Tingstedet has long
among mortals and mummies alike — exists and thrives in been a known spot of security for Deathless and increasingly
Denmark. Rumors often heard in temples and tombs around attracts both them and their cults. The bar is one of a kind,
the world tell of the mummy, Sarkalis of the Wadjet-Itja, highly loved and protected by the Deathless community.
who gambles with the Judges over the lives of thousands for
his own personal enjoyment. Many wars are ascribed to the
flawed mummy, who — with his meret — was supposedly
K’JIPUKTUK (HALIFAX),
brought low by a Judge’s outraged avatar. In the late 1800s,
his body was disinterred and transported to the Danish
CANADA
National Museum as part of the first mummy exhibition on
Scandinavian soil. Mortal archaeologists unearthed him from S ea and storm buffet Halifax, the largest Canadian city
east of Quebec. Famous for its breweries, waterfronts, and
proud military history, Nova Scotia’s capital hosts Canada’s
a mass grave containing many of his kind, the corpse wearing
only torn rags. He wouldn’t have drawn much attention but largest naval base. Halifax’s intimacy and comfort attract
for his pristine body, which led to his selection as an exhibit. thousands of university students from across North America
Sarkalis currently wanders the museum basements, where he each fall. Yet Halifax does not comfort the Arisen.

292 Chapter Six: A World for Exploring


Mummies have a long history in Halifax, rich with war, Initially, World War One marked the continuation of this
resentment, and betrayal. The city’s guilds never unified and wartime prosperity. Halifax languished for decades following
still strive to undercut each other. Under the best of condi- Canadian Confederation, but war in Europe meant Halifax
tions, this makes Halifax a nest of conspiracy and intrigue, but was the last port of call for soldiers from across the nation.
these are not the best of times. Vessels no longer flow from Their raucous parties before sailing off to make the ultimate
Halifax to Duat, and the Judges are angry. The Arisen search sacrifice fueled debauched Arisen rituals. The war lingered
amid their ranks for the mummy whose sabotage disrupts the on and dragged more and more cultists away to die across
natural order, but everyone knows their shattered Memories the sea. The few that returned came back broken, even the
have robbed them of crucial information. The Saboteur could immortals. In December 1917, the TNT-laden French SS
be anyone, even the mummies searching for them. Mont-Blanc collided with the Norwegian SS Imo in Halifax
Facing the Judges’ wrath, the Arisen must adapt or face Harbour, setting off the largest detonation the world had ever
oblivion, yet they are stubborn and unchanging creatures. seen. The Halifax Explosion decimated all the guilds, but the
The return of Memory forces Halifax’s mummies to confront Su-Menent were the worst hit and blamed the other guilds
uncomfortable questions. If the guilds set aside centuries of once again for destroying their cults.
hatred and mistrust, does anything stop them from setting aside In the following decades, the guilds regrouped, infiltrat-
their devotion to the Judges as well? Are the Judges gods worth ing Halifax’s neighborhoods once more — among them the
worshiping? No one has an answer yet, but one thing is sure: long-neglected and abused African-Canadian community of
When change comes, it will crash like a cold wave on the cliffs. Africville. Something about Africville’s population, marginal-
ized yet vibrant and thriving, stirred the Arisen’s Memory, re-
THE ORIGIN calling a time before the Shan’iatu demanded their service. A
disproportionate number of mummies developed Touchstones
Settlers founded Halifax in late 1749, but Arisen pres-
within the region, creating a neutral ground where the guilds
ence in the region dates back even further. Hidden amid the
laid aside their grievances. For the first time, Halifax’s guilds
Acadian colonists from France in the 1600s, Shepherds were
began to coalesce into a unified whole, but then mortals
the first mummies in what is now Nova Scotia. The Mi’kmaq
ruined everything.
First Nation utilized Halifax Harbour for centuries, calling
it K’jipuktuk, the Great Harbor. Catholic priests hoped to In the mid-1960s, Halifax’s government forced the people
convert the Mi’kmaq to Christianity, while the Su-Menent of Africville from their homes, seizing and demolishing their
saw them as a vector to spread their cults inland and establish property to make way for industrial development. In the chaos,
themselves in the new world. the Arisen lost their Touchstones as the community broke
apart. The Arisen attempting to defend Africville found that
British imperial ambition shattered the relative peace
the Judges considered such actions to be a frivolous waste of
between the Acadians and the Mi’kmaq. Frequent skirmishes
Sekhem, barring them from aiding the community. Denied
broke out as British colonists expanded northward from the
an outlet for their anger and remorse, the Arisen lashed out
Thirteen Colonies, but the establishment of Halifax directly
at their oldest foes — each other.
challenged the French and Mi’kmaq power in Acadie. The
Su-Menent found themselves conflicted. Their cultists fought Deathless flesh smashed Deathless bone as the Tef-Aabhi
to retain their way of life, but the Maa-Kep and the Tef-Aabhi and Maa-Kep accused each other of intentionally withholding
both allied with the invading British. Deportation to the information about Africville’s impending doom. The Mesen-
Thirteen Colonies or back to France followed the Acadian Nebu lamented the other guild’s foolishness in squandering
defeat in 1755. The Necromancers remained, yet those re- Africville’s potential, while the Su-Menent protested that
membering the Great Expulsion have not forgiven the other losing their Touchstones was one more grievance is their list
guilds for devastating their cults. that reached back to the Acadian cults. There would be no
peace, no grand coalition. War came to Halifax once more,
With Nova Scotia now firmly under British control and
but this time it was a supernatural war in the shadows far
Halifax as its capital, the city’s fortunes rose and fell with
from mortal eyes.
the tides of war. Halifax served as a primary naval base for
the Empire through the Seven Years’ War, the American Today, the Royal Canadian Navy maintains a strong pres-
Revolution, the Napoleonic Wars, and the American Civil ence within Halifax, but the city moved on beyond its military
War. Blood flowed on the ocean’s ship decks and the world’s roots. For decades, Halifax has used its universities to attract
battlefields as war funded Halifax’s development. The Arisen young minds, many of whom put down roots in the city. Halifax
took their due, using the sacrifice of military souls to harness now possesses one of Canada’s top tech sectors, a booming
Sekhem, dedwen, and heka. manufacturing industry, and a hotbed of political activism. The

K'jipuktuk (Halifax), Canada 293


mummies stand in contrast to the eddies of change ensnaring MAA-KEP
their cultists. Centuries-old grudges encase the Arisen like
insects in bloody amber, as they wring each other’s throats for When the British set off across the Atlantic Ocean, they
Sekhem and power. Enraptured in their constant feuds, the needed labor, organization, and strong bodies to build their
guilds failed to notice when one of their number broke ranks colony — all things the Junta were happy to provide. The
and crippled the city’s relic architecture. Now the Saboteur’s Maa-Kep knew the Acadians’ defeat and expulsion would
vandalism threatens to bring the Judge’s wrath down on every- have a detrimental impact upon the Su-Menent, but they
one, but the Arisen are too myopic to notice. viewed this as a necessary sacrifice. Halifax would not be-
come a monument to Irem if a hostile fifth column developed
STORY HOOKS within the city. These days, the Spies have evolved to exploit
university journalists and activists, to keep their fingers on
• Halifax’s Necromancers hear whispers amid the ghosts Halifax’s pulse and to weaken their foes through manipulation
of Argyle Street of something powerful, valuable, and and propaganda.
lost on the Titanic. Many of Halifax’s Arisen assume Maa-Kep opinions on the Saboteur are uniform, they
this is a potent relic, but others suggest it is a high-rank- must find and stop this heretic. The Judges decreed that
ing mummy, perhaps even a guildmaster. Mending the vessels must flow to Duat once more and the Spies are
ghosts’ fragmented memories uncovers the truth, but willing to pay any price to fulfill this command. For all their
reaching the wreck on the Atlantic’s floor is a different zealousness, they refuse to consider if the Saboteur could be
matter. from within their own ranks. If the arsonist is found to be a
Maa-Kep, it could unify the guild’s enemies and spell their
• Captain William Kidd met the gallows decades before
end in Nova Scotia.
Halifax’s construction, but rumors have always persist-
ed that he buried treasure along Nova Scotia’s south MESEN-NEBU
shore. Most Haligonians have fixated on Oak Island as
the location of Kidd’s stash, but something calls to the The Mesen-Nebu weren’t in the first wave of mummies to
Arisen through the Lifeweb as construction disturbs arrive in Halifax, but the northeast coast’s dramatic transfor-
the city’s foundations. Is the buried pirate treasure in mation during the Seven Years’ War made it clear powerful
Halifax itself? dedwen was active in the region. The Alchemists occupy a
liminal space within Halifax. They observe the transformation
• Not all Necromancers remained in Halifax during the of dedwen on transatlantic and transcontinental journeys of
Acadian expulsion. Wesem chose to return with her people and ships in and out of Halifax. Their cults spread
cultists to France, instructing them to transplant her across Canada and the Atlantic, while the Arisen remain in
to Spanish Louisiana. In New Orleans, the Acadians Halifax like a spider sitting in a web. Most mummies struggled
became Cajuns and the cult rebuilt its power, but through the World Wars, but the Alchemists thrived on the
revenge never left her mind. She has yet to return constant flow of people through Halifax, callously watching
to Halifax, but even now her cult works to insinuate the transformative power of spending their lives.
itself within the Junta’s and the Geomancers’ minions. The mastery of dedwen the Saboteur exhibited in manipu-
When the time is right, Wesem intends to claim her lating the Lifeweb intrigues the Revolutionaries. They are sure
foes’ vessels, to desecrate their tombs, and to shatter that if the Saboteur isn’t Mesen-Nebu, they are familiar with
their cults, whether or not they remember their crimes Alchemist philosophy. They have every intention to eliminate
from centuries ago. Revenge is a dish best served cold the Saboteur, but they intend to learn as much from them as
and paid with interest. possible before that day comes.

THE GUILDS SESHA-HEBSU


History fractured Halifax’s guilds. For centuries, resent- The Lorekeepers are a neutral party in Halifax’s guild
ment has built between them, which now comes to a head squabbles. The Sesha-Hebsu were relative latecomers, but
thanks to the Saboteur’s meddling. Clenched teeth and a they thrive in Halifax universities, recruiting from their presti-
dagger hidden behind the back accompany what little coop- gious law, history, and philosophy programs. The Lorekeepers
eration exists between the guilds. While this has never before clash with other supernatural organizations embedded within
handicapped executing the Judges’ will, it now places Halifax the schools, including independent sorcerers and the Sanguine
on the precipice of disaster. Fellowship.

294 Chapter Six: A World for Exploring


The Arbiters are uncertain how to deal with Halifax’s vessel
crisis. The Judges demand they bring the Saboteur to justice,
NOTABLE CHARACTERS
but what happens after restoring order? Defeating the Saboteur Halifax has accumulated a large collection of sorcerers,
won’t put an end to the guild war that has plagued Halifax for cultists, immortals, Lifeless, and Deathless over the centuries.
decades. Furthermore, recording the failure of Halifax’s Lifeweb These are a few of the most prominent.
onto the Scroll of Ages would despoil the sacred history, but The Locust Man: When thousands of insects consume
as far as anyone can tell the damage the Saboteur has wrought corpses, cultists know the Locust Man stalks the streets. The
is unique. If the Sesha-Hebsu keep the Scroll ignorant of this Locust Man preys on mortals and immortals alike, but as a
blighted time do they risk even greater folly in the future? Fasad, he must be cautious when combating mummies. The
Locust Man isolates his Arisen foes — consuming their mortal
SU-MENENT allies and eroding their powerbase. As their Descents end,
Halifax’s Shepherds are self-made pariahs, resentful toward clouds of insects ambush the Arisen and begin gnawing at
the other guilds for slights real and imagined. The Spies and their sahu. None know which Shuankhsen the Locust Man
Geomancers devastated their Acadian cults, the Alchemists serves, but the Lifeless master will reveal herself soon.
let the other guilds drown during the World Wars, and the Kaneferu: Halifax’s most prominent Bull, Kaneferu is a
Lorekeepers refuse to take a side, even though justice demands Diplomat who records Halifax’s history to discern the city’s
they do so. Fortunately, the Shepherds have a secret ally. No Essence. Anyone searching for secrets buried in the past
one knows how the Kher-Minu came to Halifax, but the Su- would be wise to consult her, as would anyone attempting
Menent have discovered Stone Spears throughout the city and to call a ceasefire between the guilds. Kaneferu also studies
have kept their existence a secret. The guildmasters are loath the Essences of other supernatural beings as a passion proj-
to deploy the Stone Spears, least they tip their hand, but soon ect. Rumors say she obsesses over vampires whose Ka have
they will be in position to cripple all their enemies at once. abandoned their bodies. These whispers are more accurate
The Shepherds fear the Saboteur is part of their guild than anyone suspect. Kaneferu’s most trusted lieutenant is
and lashed out at Halifax’s Arisen in righteous frustration. just such a vampire invested with several Pillars.
Whatever the identity of this mysterious Arisen, the Su- The Saboteur: This anonymous mummy is the source of
Menent intend to find the Saboteur before the other guilds Halifax’s woes. Over an entire Descent, spite drove them to
to prove they are the Judges’ most loyal servants. modify public works throughout the city so the Citadel would
act as a trap for vessels, starving the Judges of the Sekhem
TEF-AABHI they require. Their Descent then ended and they reawakened
British Geomancers recognized the value of colonies. without remembering their crimes. As a final act of vandal-
Instead of molding a preexisting city’s Lifeweb to suit their ism before returning to rest, the Saboteur commanded their
purposes, building Halifax from the ground up gave them cultists to seek out and destroy as many immortals as possible.
immediate dominion over the settlement. The New Pharaohs By sending them westward they deny the Arisen their most
wish to force the Dapifers into submission, but they despise potent allies, although they must do so behind their newly
the Morticians, feeling no guilt over the shattered Acadian awaken master’s back.
cults. What did they expect when obstructing the Judge’s
designs? The Tef-Aabhi have every intention of grinding the NOTABLE LOCATIONS
Morticians to dust and to ensure it, they made a deal with the Argyle Street: In 1912, the survivors of the Titanic’s colli-
devil. The Tef-Aabhi recently promised every Su-Menent in sion with an iceberg arrived in New York on the Carpathia, but
Halifax to Last Dynasty International in exchange for LDI’s the dead came to Argyle Street’s morgue. Today, downtown
performance enhancers and scientist-sorcerers. Already the Halifax’s best clubs, eateries, and theaters line Argyle Street.
Geomancers have helped kidnap several Morticians with many The morgue became a high-end restaurant in the Seventies,
more abductions planned. but some of the Titanic’s victims’ ghosts remain. Tourists
The New Pharaohs agonize over the relic architecture visiting the Titanic graveyards provide the Essence to sustain
within Citadel Hill. Failing to recognize the subversion of these shades, and several tour guides are cultists ensuring the
Halifax’s Lifeweb wounded their pride, making them quick ghosts receive the tithe keeping them loyal to the Arisen.
to lash out against any getting in their way. Beneath this an- Citadel Hill: The star-shaped fortress atop Citadel Hill
gry bluster is a fear no Tef-Aabhi wants to admit. Whoever is relic architecture, linking the Lifewebs of Arisen tombs
perverted the Lifeweb manipulated architecture. Any of them into a massive Sekhem-collecting network. This Sekhem
might be the Saboteur without realizing it. draws a large population of Arisen and sorcerers, all looking

K'jipuktuk (Halifax), Canada 295


to exploit the abundant resources. A year ago, the Saboteur
subverted the Citadel, anchoring every vessel within the city’s
Lifeweb and preventing mummies from consigning them to Duat.
Bastu’s Manifestation, the Writhing of Eyes, conveys the Judge’s
displeasure, and commands the Arisen to remedy the situation
or be held complicit in this blasphemous crime.
The Universities: Halifax’s six universities are the city’s eco-
nomic engine, as well as being a major attraction for Arisen aiming
to expand their cults. Young, impressionable students come to
Halifax seeking life-changing experiences the Arisen are happy to
provide, but Amkhata infestations plague the campuses. A jilted
professor on Last Dynasty International’s payroll has gone rogue
and distributes the company’s manuals to various student groups.
Armed with just enough knowledge to make them dangerous,
these undergraduates become useful pawns or treacherous rivals.

ANTARCTICA
T he Nameless Empire wiped itself from the annals of history,
but mummies know that its remnants lie all over the world.
Irem lives on through its Arisen. Resurfaced memories reveal
just enough to give cultists a vague sketch of its history, with its
expansions being the clearest. By almost all accounts, the empire
was strongest in North Africa, with major annexations within
Eastern Africa and the Levant. Few know the exact details of its
apparent connections to other parts of the ancient world.
The memories within some vessels, however, show a different
aspect of the Nameless Empire, a desert of snow and ice. The
vessels bring strange images and sensations to their users: masked
figures riding many-limbed horrors trudging through the sea,
animals and people chained together in the freezing wind, priests
dying of exposure on the ice.
Some learned the vessels’ origin long before others, but the
fourth Sothic Turn made the answer clear for all Arisen: the
Nameless Empire maintained a colony in Antarctica, an Irem in
frozen desolation. Its secrets will bring answers, or merely death.

THE ORIGIN
The full story of the continent’s discovery and subsequent co-
lonial outing is still unknown. If all the vessels forged during that
time were collected and consumed at once, the memories within
them would still not fill in major gaps in its history. However,
corroborating visions and memories with very careful studies of
archeological records reveal a basic historical outline that the
guilds can agree upon.
Sometime between the empire’s rapid military expansion and
the Rite of Return’s casting, the continent came to the attention
of the Shan’iatu. There are two theories as to how this happened.
The first is that a naval scouting force tasked to sail to Southeastern
Sumer, through the Persian Gulf, went wildly off course and

296 Chapter Six: A World for Exploring


returned to tell the tale. The second is that the empire’s mystical If the third is true, Antarctica is a forsaken land that craves
research pointed them toward an immense source of power in only vengeance.
the south, well beyond Africa. The idea of a vast, unconquered
land must have been attractive to the empire, since a large STORY HOOKS
settling party set out for Antarctica soon after.
• Belgrano II, an Argentinian research base, is haunted
The colonists landed somewhere in East Antarctica, on
by Golden Mourners, ghosts with a grudge against
what is now known as Dronning Maud Land. Then, like
the Arisen. Their grieving howls keep the twelve
now, the land was bitterly cold and with only two half-year
crew members awake at all hours, and contact with
long seasons. The guild members among the colonists used
the stains of their golden tears induce vivid visions of
memories of their people’s suffering to create vessels that
mass sacrifice. Ben Valdez, the base’s head scientist,
would make life bearable. Their efforts worked, since initial
becomes convinced that sacrificing some of the crew
findings show evidence of Iremite civilization spreading to the
will appease the ghosts and prepares an altar. One of
Filchner-Ronne Ice Shelf. There, the settlers constructed at
the meret’s cultists is a member of Belgrano II’s crew
least one pyramid, which still exists beneath the shelf. Today,
and on Ben’s kill list. The cultist sends a desperate plea
Arisen refer to this area as “Second Irem.”
for help, and then goes dark. Can the meret stop the
Second Irem provided little food, precious metals, or slaves, sacrifice and banish the ghosts?
but it brought knowledge to the Nameless Empire. The six
month long night proved beneficial to the empire, bringing • It was supposed to be a simple task. Impersonate a
about updated astrological charts. The penguins, birds, and visiting science team, convince an inland camp’s per-
sea life became fodder for Amkhata construction experiments. sonnel to give you access to their resources; seek out
The guilds embraced the challenge of Antarctica’s desolate the powerful relic the Judge wanted, then head home.
Lifeweb and made unique relics. Some Arisen speculate that It was going so well, too: the crew still believes your
Second Irem grew large enough to serve as a base camp for cover story and the relic is yours. Then the wind kicked
further expeditions around the world. up and trapped the camp in a furious snowstorm. Now,
For all its theorized success, the fact remains that the the meret and crew must survive and await help. To
colony completely vanished, just like its namesake. Those make matters worse, a pack of Amkhata have tracked
active during the 19th and 20th century were delighted by you down, and they’re starving for Sekhem.
the continent’s discovery by modern civilizations, and partially
funded research expeditions. Some even placed cultists on • After years of cutting red tape, the meret organized
expedition crews. In the years since the Sothic Turn began an excavation team to dig into the Filchner-Ronne
anew, the Arisen’s interest in the continent increased. Those Ice shelf and raise up the pyramid of Nekhenhu the
learning of Second Irem hope to be the one to discover the Innocent. Whatever secrets lie inside will be yours.
truth behind its fate. There’s just one problem: Neith of the Tef-Aabhi and
her cult have infiltrated the excavation company, hop-
There are no Arisen that remember living in Second Irem, ing to claim the discovery themselves. At the moment
and even those with a strong Memory to recall their time in she’s unaware that her rivals are the dig’s secret bene-
the Nameless Empire only remember it as something only factors. The meret must thwart her without alerting
mentioned in passing, or idle talk of a faraway vassal state. her cult, or stopping the excavation entirely.
There are three theories as to why. The first is that only
mediocre or faulty guild members were sent to Second Irem.
The Rite of Return needed the very best crafters and magi-
THE GUILDS
cians, an impossible task if even one of them lived on the The Arisen agree that Second Irem served a purpose for
bottom of the world. The second theory claims that after the Nameless Empire. Whether the purpose was useful is a
the Rite of Return and the empire’s decline, Second Irem’s matter of debate among the guilds.
population migrated to Patagonia, the southernmost region
of South America. The recent reemergence of Amkhata on MAA-KEP
the continent and the appearance of ancient ghosts that stalk The Maa-Kep believes that disloyalty brought about
the Arisen form the basis of the third theory: Second Irem’s Second Irem’s downfall, a natural consequence of leaving so
people were annihilated in a single, horrific event. many people on a land distant from its imperial master. They
If the first theory is true, the continent is a mere historical see the continent as a cautionary tale with a still-unknown
footnote. If the second is true, it’s an important cultural link. climax. The Spies embark on private expeditions funded by

Antarctica 297
world governments and large charities, hoping to uncover SU-MENENT
moments of treachery that doomed the colony.
The Su-Menent were the first to purpose that Second
What fascinates the Junta is that Antarctic Amulets
Irem met a violent end. Their evidence lies in the Golden
appear to be instruction manuals formed from the dying
Mourners, a kind of ghost (p. 231) tethered to the continent.
memories of victims to the continent’s harsh climate. Their
They weep streams of golden tears and scream at all passersby.
bearers become perfect survivalists, dedicated to overcoming
The Necromancers are certain the ghosts are a creation of the
any situation — at the expense of everyone else, including
guild’s making, for a reason none can remember. Some attempt
their loved ones. The initial settlement period must have
to put them to rest, while others bind them into their service.
been horrific, and some within the guild fear that while their
creations saved lives, they may have sown the seeds of the Antartica’s Uter may have played a part in the Golden
colony’s destruction. If so, perhaps the continent’s cautionary Mourner’s creation. They enhance strength, speed, and heart-
tale is their own. iness at the cost of dampening a person’s ability to feel positive
emotions. Perhaps the ghosts were people who became too
MESEN-NEBU dependent on the Shepherd’s relics, and are only now able to
express the anger and grief they suppressed in life. If so, the
The Mesen-Nebu, with the benefit of hindsight, see Second vessels must return to the Judges immediately.
Irem as an ambitious plan destined to fail. Anything can be
polished, all things can gleam, but even the Alchemists know TEF-AABHI
that doing so is a matter of time and attention. Somethings
just aren’t worth the effort to improve them. The Nameless The Tef-Aabhi are proud of Second Irem. What other
Empire had rivers and precious metals from which to build guild could design as city to compliment one built from the
upon; Antarctica barely had stone. spine of Azar? While its fate was probably grim, its remains
exist within the ice, and therefore stand as a monument to
This doesn’t mean the guild is uninterested in the conti-
the Nameless Empire’s power. The New Pharaohs study the
nent. Antarctic Regia strengthens a body’s resistance to the
regions where the Iremites may have landed, migrated, and
elements in exchange for missing or repurposed organs, and
settled, hoping to glean an approximation of what Irem’s
that alone is worth returning to the Judges. It is also important
sacred geometry might have been like. The most ambitious
to uncover all of the colony’s shortcomings and develop ways
hope the colony can be restored, and made into a holy place
to rectify them. As mankind looks to the stars and faces climate
for the Judges to dwell.
disaster, there will be a need to build another Second Irem, and
the Revolutionaries will show their peers how to do it properly. The Antarctic Effigies may make both of these goals dif-
ficult. While they transform land, sky, sea, and animal into
SESHA-HEBSU more hospitable and fertile forms, they also tear at the fabric
of space and time. Antarctica’s reality is surprisingly easy to
The Sesha-Hebsu searched for evidence of the Antarctic shatter. Perhaps it is naturally that way. Some Geomancers
settlements long before the continent’s discovery. Their duty wonder if the continent’s temporal weakness may have played
to the Scroll of Ages compels them to fill in the gaps of the a hand in the colony’s fate.
Nameless Empire’s history, and Second Irem may be one
of its greatest absences. Now that the colony has a specific
geographic location, the guild feels vindicated. Mankind may
NOTABLE CHARACTERS
have more literacy than the Scribes are comfortable with, but Ian St. John: St. John was a respected scientist well before
its strong academic interest in Antarctica allows the guild he discovered sorcery. This made life very difficult for him.
to place their cultists on the continent’s research bases with While Sekhem can be measured scientifically with the right
little difficulty. tools, convincing the skeptic community that it’s an ancient
One of the most surprising aspects of Second Irem is the life force was another matter entirely. His failure drove him
rarity of its Texts. With such a great distance between colony to lead a low-profile life, employed in the one place where he
and colonizer, the Lorekeepers expected to find a wealth of can be alone with his studies. By day, he studies ice core, but
their written word about the continent. It is for the best. An by night, he trains Amkhata, preparing his revenge.
Antarctic Text evokes the continent’s beauty, but the tales Nuru: Nuru claims that she is the Guildmaster of the
of hypothermia, isolation, and cannibalism within can be too Antarctic Sesha-Hebsu. No one challenges her title seeing as
much for the mind to bear. that most of the time, she’s the only Scribe on the continent. She
takes her duty seriously, and has instructed her cultists to prepare
a tomb that can withstand the continent’s harsh climate. Once

298 Chapter Six: A World for Exploring


that’s completed, her next plan is to construct a mighty Guildhall, in tourists, industry and money, and the criminal element
one that’s ready for use in the fifth Sothic Turn. inevitably associated with these.
Kambish: The Shuankhsen remember everything, and Before the goldrush, the immortals barely noticed the
Kambish remembers Second Irem. When he’s not ripping farm that would become a city. In ages past, long before the
Sekhem from Arisen foolish enough to cross him and scien- modern gold discoveries, the Sotho people worked the area
tists foolish enough to be alone with him, he spends his time and attracted some minor interest from the Arisen for their
walking among the flurries. There, he talks to the Golden skill at mining and smelting. Though crude compared with the
Mourners. He begs them to speak to him as they did when they magical, wondrous workings of the Nameless Empire, some
were alive. They never respond to his pleas, and many scream Alchemists dabbled with cults in the northern stretches of the
at him at an even louder volume than they do for the Arisen. Sotho kingdoms, but no Deathless has yet claimed memory
of having been as far south as what became Johannesburg.
NOTABLE LOCATIONS
THE ORIGIN
Recuredo: The first stop an Arisen makes on an Antarctic
journey is usually Recuredo, or “Reminder.” It’s a small, unofficial Bustling cities founded on gold strikes is nothing new.
base on an island off the coast, run by the cult of Pisiris of the Immortal eyes barely took notice of the mortals scurrying to
Mesen-Nebu. The cult ran to the island years ago, for reasons they make their brief fortunes. This changed when Uadjit of the
refuse to disclose, but they offer their headquarters and supplies Mesen-Nebu acquired a nugget of the newly uncovered gold.
to all swearing an oath to remain loyal to the Judges, and to owe At first, she thought nothing of the purchase; she simply re-
Pisiris one favor when he next rises. The Sothic Turn’s power quired some unworked aurum to further one of her projects.
has yet to revive him, but the cultists have no desire to speed up Her attitude quickly changed when she held the nugget. She
the process. They will wait for as long as it takes. could feel concentrated Sekhem lingering within. On closer
Killwarden Base: The base is, officially, an indulgent side examination, she believed the nugget to have once been
project of Last Dynasty International. It’s a part of a feel-good part of an artifact, somehow broken to base component and
PR campaign, promoting the corporation as a caretaker of returned to ore beneath the earth.
nature. It’s a large base, with forty people working all year This discovery spurred Uadjit to activity, moving south to
round. In reality, it’s an Amkhata wrangling center, an ex- be closer to the origin of the strike and uncover more of the
tension of LDI’s research. They are particularly interested in mystery. Each additional piece of gold she gained strengthened
the development of penguin-based Amkhata. They’ve made her hypothesis that some lost wonder of Irem once stood at this
excellent progress, and have quite a few prototypes online. location, and uncovering its secrets was her duty to her Judge
The Pyramid of Nekhenhu the Innocent: The pyramid and her Guild. Uadjit couldn’t maintain sole authority over
is the largest remaining structure of Second Irem, and perhaps the area for long. Other Mesen-Nebu came and other guilds
the only remaining structure of the Nameless Empire. From soon followed, drawn to the newborn city and the growing
deep within the Filcher-Ronne Ice Shelf, it emanates a radio pull of unearthed Sekhem.
signal. Mortal scientists discovered the pyramid through the Conflict arose when the Tef-Aabhi arrived with Menkhetu
signal, but cannot decipher what it was and have no explana- as vanguard. The landscape actively repulsed the geomancers
tion as to how such a building can exist in the first place. The — ley lines radiated a sense of wrongness demanding correc-
Arisen hear its Iremite message loud and clear: “Step within. tion. As Johannesburg grew from mining camp to city, the
See the shadow of lies torn apart.” No one has entered the Tef-Aabhi fought to guide its layout, directing what should be
pyramid, but it is only a matter of time. dug up or destroyed, and where structures should be built. The
changes began to reshape the incorrect geomantic energies to
JOHANNESBURG, align them with sound, ancient principles. Unfortunately, the
macro changes to the cityscape weakened the concentration
SOUTH AFRICA of Sekhem bound within the raw ores brought up from the
mines. Whatever grotesqueries existed in the landscape were

O nce farmland, Johannesburg transformed into South


Africa’s largest city thanks to the discovery of gold and
subsequent the rush. The Mesen-Nebu and Tef-Aabhi have
inexorably tied to Johannesburg’s value to the Mesen-Nebu.
The stubborn immortal wills of the Uadjit and Menkhetu —
combined with an aura of mistrust permeating through the
long made the city a battleground while the other guilds area — couldn’t help but bring the two guilds into conflict.
look on in confusion. The metropolis is home to an array of Mortal tensions overtook immortal concerns when the
cultural, technological and commercial interests that draws Second Boer War brought British-loyal forces to occupy young

Johannesburg, South Africa 299


the Tef-Aabhi moved vast amounts of earth and humanity
in their ascendency.
Though South Africa finally managed to free itself from
Tensions the shackles of apartheid in the 1990s, Uadjit’s cults are only
The broken energies underlying Johannesburg slowly rebuilding their influence in the city and working to
makes the Deathless more inclined to view small undo the damage caused by the Tef-Aabhi — if it can be recti-
sleights and disagreements in the worst light pos- fied at all. The Engravers have an opportunity with Menkhetu
sible. This effect isn’t strong enough to require almost preparing to return to Duat. Uadjit may finally have
systems or dice rolls, but Storytellers should de- freedom of action, but her time is also short — the conflict’s
scribe the actions of other mummies and their cults nature may soon transform as a new generation of Arisen gain
through this lens. Coincidental meetings appear power over Johannesburg.
as deliberate maneuvers. Minor misunderstand-
ings are calculated insults to draw a reaction.
Manipulating how events appear gives an aura STORY HOOKS
of paranoia and suspicion to everything going on • The Nameless Empire wasn’t as all-powerful as the
in the city. The inability to trust precisely what she
Deathless (sometimes) remember. It had dissenters and
sees and feels about events is as much part of the
mummy’s curse as is the loss and slow recovery opposing views, usually scattered far from the heart of
of memory. the kingdom. Within these rogue states blasphemous
experiments ignored the proper order and tapped into
mercurial and dangerous powers to achieve their goals.
Irem crushed these dissenters when it could, grinding
Johannesburg. Violence broke out in battlefields around the their works to dust so the horrors they leashed could
city and much of the workforce left to avoid the conflict, never rise. Johannesburg squats above the shattered
creating labor shortages and confounding both Uadjit and ruins of one such corrupted rebel, with profane works
Menkhetu’s maneuvers. The vacuum left by worker shortages waiting to be discovered and horrors locked in stasis
soon filled with Chinese immigrants taking on the work and ready to run amok across the world. Only the unending
establishing themselves as an enduring presence in the city. conflict between the Mesen-Nebu and the Tef-Aabhi has
Along with this influx, the Maa-Kep took the opportunity to prevented this misery from sweeping across the world.
bolster their presence and bring in more of their cultists and When Uadjit and Menkhetu’s times pass the true nature
allies to develop a better understanding of what was feeding of what Johannesburg covers may be revealed.
the conflict between guilds.
• Both the Tef-Aabhi and Mesen-Nebu have validity to
As mortal peace returned to the city the stalemate their views. In other places and times, the Guilds would
between the Revolutionaries and the Architects couldn’t compromise for the greater good, but Johannesburg is
hold for long. Rebuilding brought new opportunities for the different. Ancient machinations stir antagonism and
Tef-Aabhi to reaffirm the sympathetic connection between irritation between the Deathless. This affects other
the strong city foundations and the slowly transforming supernatural creatures to a lesser degree, and mortals
landscape, but the Mesen-Nebu controlled the wealth and barely at all. The curse drives mummies to fight along
flow of materials and moved to confound the Architects their ideological lines, between and within guilds.
wherever possible. The struggle reached a stalemate, with Civility and accord between immortals is near impossible
both sides making minor advances but neither able to secure to find, and cultists for all Arisen grow weary of how the
dominance over the city. vindictiveness of their gods prevents them from working
None of the Arisen introduced the racist apartheid towards the cult’s needs. Different cults have tentatively
policies to South Africa, but Menkhetu swiftly took ad- reached out to each other — even those serving warring
vantage of the human misery and weaponized it against Deathless — to compare notes and work out how to
the Alchemists. Many of Uadjit’s cultists were now legally remove the mummies if they’ve outlived their usefulness.
defined as lesser people, restricting their ability to wield
influence on her behalf. In contrast, Menkhetu’s follow-
ers walked among the privileged and powerful to move
THE GUILDS
Johannesburg along with the Architect’s vision for the While the Alchemists and Architects have historical-
city. Uadjit’s forces appeared to be all but defeated while ly been the most notably active Arisen in Johannesburg,

300 Chapter Six: A World for Exploring


mummies and cults aligned with all the major guilds exist in darkness, while the rest insist that the Judges want to unleash
the city with many firmly entrenching themselves within its the death and destruction as a new Irem will rise like a beacon
fabric. As distracting as the schemes of Uadjit and Menkhetu to unify humanity. The Su-Menent are uncommon in the city,
can be, Arisen from other guilds try to focus on their own more interested in the caves of ancient humanity outside its
interests and avoid falling victim to the selfish, irrelevant boundaries. Every secret they learn here provides more fuel
skirmish of the squabbling children. for the guild’s debate.

MAA-KEP TEF-AABHI
The Spies’ perceptions are just as twisted and paranoid The Tef-Aabhi don’t trust one another, but are united
as every other Arisen in the city, but the Maa-Kep are under Menkhetu’s banner. They’ve forged partnerships with
familiar with the game and aware that what they’re seeing rich property investors and maneuver their cultists into key po-
isn’t the truth of what’s going on. Something doesn’t want sitions in the city’s planning offices and courts. The Architects
the Deathless to decipher Johannesburg’s mysteries and that confound the Mesen-Nebu’s spies by flooding the bureaucracy
just makes the Maa-Kep even more intrigued. With their with a myriad of design proposals and urban renewal projects
awareness, the Spies are playing peacemakers between other across the city. The sheer number of geomantically-irrelevant
guilds, which when combined with the uneasiness in the city proposals hide those that will truly reshape Johannesburg’s
is a role they feel ill-suited to perform. Lifeweb. As Menkhetu prepares to pass, the guild’s unity is
already suffering and individual Architects turn their thoughts
MESEN-NEBU to more self-serving projects.
The Mesen-Nebu aren’t anti-progress like the Tef-Aabhi
would like to believe. They sponsor local designers and artists NOTABLE CHARACTERS
— even mortal architects — to design works to improve the Menkhetu, the Visionary: Menkhetu is close to the end
city. The precise form of an artistic endeavor is unimportant, of his Descent. He has taken a long time working towards
what matters is the local connection to the city and its use of achieving his mission and he is frustrated that it will likely
locally-sourced materials. Pulling the ingrained Sekhem from end in failure. Menkhetu is also frustrated at his impasse
beneath the Earth and spreading it around the city strengthens with Uadjit, with whom he has no reason to quarrel except a
the guild and frustrates the Tef-Aabhi’s plots to destroy the difference of opinion over what the Judges would consider the
natural resource. Like the Architects, Mesen-Nebu cults push best outcome for Johannesburg. In moments of quiet contem-
to take advantage of the city’s bureaucracy and gain repre- plation, he can see Uadjit’s point of view though he politely
sentatives and allies that can protect their treasures through disagrees with it. In moments of decision, confrontation, and
mortal means, but aren’t above violent sabotage if needed. action, he only sees her as an intransigent stumbling block
dedicated to confounding the will of the Judges. In these
SESHA-HEBSU moments, he wants nothing more than to destroy her and all
The Diplomats are frustrated. They work to bridge the the Mesen-Nebu. Above all, Menkhetu is tired. He has one
gap between the Tef-Aabhi and Mesen-Nebu, but the goals last gambit involving the Ponte City apartments, having had
of each guild appear incompatible and no single Arisen in his cult quietly fill the renovated sections with people loyal to
this place appears willing to work in good faith. Even fellow a vision of stability and growth for Johannesburg. This makes
Sesha-Hebsu are suspect and seem to be working against the them allies of the Tef-Aabhi, though none have any direct
guild’s intentions. Diplomats are increasingly abandoning any knowledge of the Arisen or the true struggles going on.
pretense of solving this issue and simply work towards collect- Uadjit, the Master Crafter: Uadjit’s days are numbered.
ing as much Sekhem as they can before seemingly inevitable She has lingered too long to understand the source of Sekhem
open immortal war breaks out. and knows that profound punishment awaits her in Duat.
She wanted to be able to present answers to her Judge,
SU-MENENT but they’ve always been just out of reach. Her desperation
The Necromancers feel omens of lingering doom about has driven her to madness as she’s convinced that the Tef-
Johannesburg, piquing their curiosity. The Su-Menent believe Aabhi will triumph when she departs the living world. She
something much worse will come from this place that will plans to prevent this loss by bringing mass destruction and
overshadow all petty squabbles. They want to discover the devastation to Johannesburg so none can claim its prize. Her
city’s secret, but the guild is split on what to do when they followers have planted explosives and deadly chemicals in
find it. Half believe they must work to prevent the coming buildings, structures and public places across the city, intent

Johannesburg, South Africa 301


on so thoroughly impacting the population and cityscape that
the Tef-Aabhi will be forced to abandon Johannesburg. Uadjit
has placed her most faithful servants in charge of enacting the
plan, but many more moderate cultists are hesitant about car-
rying out their mistress’s final wish. Unfortunately, these more
sensible individuals don’t know where every device hides and
need considerable help preventing the wave of death that will
sweep across the city.
Nemur, Who May Remember: Nemur has no memory of
it, but he stood where Johannesburg now stands back when it
was a hidden outpost for a breakaway kingdom. As a mortal,
Nemur was completely given to his devotion to the Shian’atu.
He infiltrated the rogue state and gained access to its secrets.
He learned of the blasphemies conducted to destroy Irem and
fled back to his masters just ahead of discovery. Nemur suffered
terrible mental and physical tortures on his return to Irem to
verify his loyalty and the truth of his reports. Impressed with
Nemur’s skill and commitment, the Shian-atu rewarded him
with eternal service while they buried the rogue kingdom in fire
from the heavens and plagues of creatures that devoured ev-
erything living and dead to return them to their base elements.
Today, Nemur remembers none of this and works to unravel
the mystery of why his fellow Arisen are so quick to conflict
with each other. He feels a deep unease with Johannesburg that
he can’t quite place, and experiences a strong pull towards the
Cradle of Humankind where he believes he may find answers.

NOTABLE LOCATIONS
Ponte City Apartments: Johannesburg’s unique architec-
tural jewel serves as an effigy to hope and folly for the city’s
human inhabitants, and a raging battlefront to its immortals.
The cylindrical Ponte City was intended to be a crowning
achievement for the Tef-Aabhi, a gravity point for geomantic
energies that would drag the unharmonized Lifeweb back into
alignment, dampen the negative energies while realignment
took place, and eventually focus the correctly aligned Sekhem
in service to the Judges. Unfortunately for the Architects, the
Mesen-Nebu learned of its purpose. They were too late to
prevent the tower’s construction so used their wealth and their
cults’ lower-caste status imposed on them by the country’s pol-
itics to draw brutal, organized crime gangs to the area. Though
the apartments stood, the Architects couldn’t maintain the re-
quired utterances and oblations without engaging in prolonged
bloodshed that would have been incompatible with the required
changes. After nearly 30 years of civic wars to eradicate the
criminal element, they managed to reclaim the area and have
secretly repopulated the renovated sections of the building with
people supportive of their goals for the city. The Mesen-Nebu
haven’t discovered this link, but Uadjit’s most loyal servants
have riddled the structure with explosives, ready to bring the

302 Chapter Six: A World for Exploring


whole thing down with callous disregard of the humans living return, they send messages to reassure everyone that they’ve
within when their mistress returns to Duat. found true purpose in their re-education. In the beginning,
Cradle of Humankind: Not within Johannesburg itself, many tolerated these Purists as they believed it was necessary
the Cradle of Humankind is a site 31 miles northwest of to use force to keep everyone on the straight and narrow path.
the city, riddled with limestone caves that hold the remains However, as the number of abductions increased, fear began
of some of humanity’s earliest ancestors and competitors. spreading among the Arisen that this secret sect might be a
The fossilized remains of thousands of different non-Homo dreaded enemy establishing their hold on the islands.
sapiens species, each up to millions of years old, across the
different caves within the network, makes the site a World THE ORIGIN
Heritage listed treasure trove for the scientific community. Being one of the last places colonized by humans, early
Undiscovered caves deep within the limestone labyrinth Polynesian settlers came by canoe in multiple waves between
hold other horrors waiting in undead stasis to awaken and 1250 and 1300. These pioneers, under long isolation, devel-
bring pain and suffering to the world. These flawed horrors oped the unique culture of the Maori people. The Arisen didn’t
are products of the breakaway kingdom, dreaming of their come to New Zealand until after 1841, when New Zealand
never-ending hunger for warm, living Sekhem. Without a became a British Colony. Though some believe mummies
constant supply of life to devour, the horrors’ withered bodies and their followers may have arrived earlier, the Sesha-Hebsu
fall still, but their minds never stop hungering with awareness remain adamant on their status as the pioneers, since no
of the slow passage of time as they wait in the never-ending evidence before their arrival exists.
dark. Even without this madness-inducing hunger, having to
Through the British Empire the Deathless first learned
suffer the passage of millennia one moment after the next has
of the islands, and so the first wave of the Arisen moved to
driven each horror beyond all reason. All they need is one
the newly established colony to learn more. The subsequent
human to inadvertently stumble across their resting place and
migrations occurred during the World Wars. Masked as lo-
the horrors will be free to hunt, kill, devour, and grow ever
gistics of war, massive transportations between the different
stronger. Once these creatures are unleashed upon the world
territories of the empire carried the Arisen and their relics
the Deathless would have little time to restrain them before
to New Zealand. Of the two world wars, the second was the
their hunger and fury brings about a scenario consistent with
most significant influx of arriving Arisen. The third wave
prophetic end times.
outlasted the war, as the uncertainties of the world shaped

WELLINGTON, the conservation mindsets of many now in New Zealand. The


1940–50s in Egypt evoked fear in many as the growing Arab

NEW ZEALAND nationalistic movement increasingly showed signs of hostility.


Fearing that further destruction by war was inevitable, they

I n a faraway corner of the world, New Zealand is a hidden fled with priceless relics as far as they could, so they could live
beauty of the southwest Pacific. A popular tourist destination to serve the Judges another day, perhaps even undisturbed.
and well-known Hollywood set, one could think that these Island life is indeed peaceful, perhaps too peaceful for
secluded lands are as untouched as advertised. However, the ones looking to serve the Judges faithfully. The laidback
scratching the surface of this modern façade reveals the attitude of New Zealanders often frustrates the Arisen, who
Arisen’s influence permeating the capital. The different guilds have not acclimatized to the islander’s pace, but those who’ve
work together to preserve their history by creating untouched been here for a while remind them to let things take their time.
tombs while the world outside grows ever more uncertain. One can afford to be patient when immortal. Though it may
Tensions often flare up between them, but they sizzle down be strenuous to remain on cordial terms with other Deathless
quickly as they all see the big picture — in this isolation, co- and their followers whom you may not agree with all the time,
operation benefits them more than competition. Though their you always feel like they are nearby. There aren’t enough re-
collaboration seems peaceful at first glance, everyone acts as sources to go around for all cults to be prosperous even if the
if monitored by someone or perhaps something. Both Arisen country has modern technology and western influences. An
and their loyal followers try to be on their best behavior, as element of competition is prevalent among the guilds, but they
showing any signs of hesitation means they could become the know that if they turn their back on each other, they won’t
next target of the Netra-Peri. last very long in isolation. Hence, they make a valiant effort
The Netra-Peri — the bold cleansing warriors — are a to remain civil with the others to try and have a collaborative
group seeking to “purify” those beginning to turn their back effort as the islands aren’t large enough to escape each other’s
on the Judges and the glory of Irem. While those taken never presence without cutting all ties that may help you to serve

Wellington, New Zealand 303


your Judge. However, being “trapped” in a small area means after landing, the items passed their verification, but
that if it’s harder to get in, it may be easier to keep others out. someone intercepted the delivery route between the
As it was a new place for mummies and their cults, they airport and museum. The relics have all been replaced
believed that through strong regulations they could keep their by copies, meaning that the thieves were fully aware
enemies out. These barriers, namely the importation laws, are of what the relics are and had ample time to make
also one of the first hurdles an Arisen faces when attempting forgeries of them. Who are these thieves, and what
to interact with the world. It’s a system set in place to protect do they do with the antiques they steal?
the environment, and many items get seized due to being
• Every mummy and their cult knows the second wave of
hazardous to the wildlife — occasionally some of these goods
Arisen, who migrated here after the Second World War,
are ancient relics.
are dedicated to their cause of building and preserving
The farther away one is from the original home, the more secret tombs. Now that modern tools of war shatter
likely one is to remain more conservative and traditionalist. the earth, and scientific devices detect sacred burials,
Some welcome new changes, others desperately cling onto convinced that more than ever Arisen need hidden
their old traditions, even when those traditions continue shelters undisturbed by mortals, these traditionalists
to change in their country of origin. For many in this place, operate in secrecy. The locations of these tombs are
Starfall begins as one starts to embrace something new and only shared by a trusted few, but disturbing reports of
different — an aspect or perspective which they felt was miss- a map found in Wellington Harbor is said to show the
ing in their existence. For some, it’s the unique nature that location of several tombs all over the country.
surrounds them. While the Nameless Empire was a beauty in
the desert most cannot remember, they cannot help be in awe • Reports emerge of the destruction and death of all
of the landscape that’s in front of them. Winds are dangerous the cultists of one of the missing Arisen chosen by
in lands of sand, but in Wellington where windy weather is the Netra-Peri for purification. It’s a new pattern in
commonplace and not as destructive, the Arisen can enjoy the the behavior of the Purists; often the Deathless leave
feeling of the wind going through one’s hair and watch how messages stating they were in dire need for re-educa-
the air moves both land and water. Others find themselves tion, otherwise they will lose sight of their purpose. No
absorbed by the different cultures and people living here. Like one had foreseen that Hakim would be chosen, so with
in other civilizations with modern western culture, many of his destruction, investigators are thinking it may be a
the Arisen don’t understand the concept of individualism until copy-cat, or perhaps the Netra-Peri are finally showing
something triggers a lost memory to return. their true colors?
Those having seen this pattern before try to remind their
friends or followers not to forget their sense of purpose. The THE GUILDS
Arisen of New Zealand have a unique opportunity to work on
the conservation of Irem in a remote place with easy access to As New Zealand’s capital, Wellington acts as the hub of
modern technology, so the more traditional Deathless think activity for the Arisen. While not the most populous city,
of the outside cultures as distractions. Wellington is the political center, but also an international
hub for those culturally hungry, providing resources for all the
Many thought the members of the Netra-Peri are of the guilds to tap into and to do what suits them best.
traditional persuasion that wants to maintain the culture of
the Nameless Empire, but their true intent remains unknown. SESHA-HEBSU
Are they targeting those starting to lose their sense of pur-
pose because they don’t want to see their comrades fall? Or A Sesha-Hebsu named Aharon led the first meret to New
are they targeting them because they are in a vulnerable and Zealand. Wanting to learn as much as they could about this
impressionable state? new part of the world, they came under the guise of British
diplomats and settlers. Today, you can find the Diplomats
STORY HOOKS gathering knowledge in the National Archives of New Zealand
and Victoria University of Wellington. The Sesha-Hebsu are
• The rumored relic thief struck again. One of the guilds using their influence in the academic world to ensure the
used their influence to fly over ancient relics from lost international university offers courses on subjects on which
civilizations for a temporary installation at one of the they wish to collect information.
museums in Wellington. The transport was intensive- Their presence and status are weaker than in the past,
ly planned out and carried out to perfection. Right and they prefer to remain where they have the most power.

304 Chapter Six: A World for Exploring


Clinging to their history, Aharon, being the most prolific the prominent one among the Alchemists, something many
Diplomat in the city, is commonly asked to attend meetings attribute to their guild not being present in the country until
as a moderator and offers his counsel in important matters, after the World Wars.
and so his cult awakens him at least every five years.
SU-MENENT
TEF-AABHI While the Necromancers are prominent in the country,
After the Diplomats came the Tef-Aabhi, who imme- only a few reside in Wellington, mostly sending out represen-
diately began researching the unique Maori buildings and tatives in their stead. They arrived in the country early, and
planning the constructions of the British settlements. The studied the Maori funeral rites. An Arisen of the Su-Menent
Architects are spread out in the country, pulling their strings lost his faith after seeing what consequences the British
in the regional offices of Heritage New Zealand to preserve colonization had on the native people and became the first
monuments brimming with Sekhem. The head office is in recorded Starfall. It brought memories back on how history
Wellington, the Antrim House, a grand manor surrounded always repeats itself and erases those refusing to assimilate —
by skyscrapers. he could no longer serve the Nameless Empire, which at its
height sought to conquer all nations.
MAA-KEP The National War Memorial is a location the Necromancers
The Maa-Kep view themselves as the most successful of New Zealand visit, almost like a pilgrimage. The tomb of
guild in Wellington, but don’t openly flaunt their influence. an unknown soldier is poetic and evokes a response in most
Instead, they smirk to themselves as the other guilds come to Arisen, but for the Necromancers, who constantly contem-
them for aid. Anyone wanting something from outside of the plate the existential journey of death, it’s a sacred place in
country must ask the Maa-Kep; they have contacts in all of need of protection.
the international airports across New Zealand.
They have infiltrated politics and law enforcement, and NOTABLE CHARACTERS
the Mesen-Nebu are the ones coordinating imports of regia. Aharon of the First: Aharon, the most famous mummy
While the airport isn’t a spiritual place, the Spies likes to in Wellington, was part of the first meret that arrived in New
arrange meetings there, as it’s a significant place where they Zealand. Whether he keeps in contact with his meret is un-
hold power. Anything caked in mud can carry foreign seeds known, but whenever rumors arise about the other members
or insects, or goods made of animal or plant matter coming Aharon disappears, supposedly chasing up the hearsay. His
from abroad must be declared. Objects failing declaration go periods of vanishing have increased both in frequency and
to the incinerator — at least for the common public. duration away, raising suspicions among the Deathless that
Tension between the guilds arise when precious vessels he has connections with the Purists.
or vestiges are either delayed or end up in the wrong hands, Baraja, the Heretic: Baraja is a suspected Shuankhsen
ending with the Maa-Kep sweet-talking some sense to the frus- on the mind of those fearing the Purists. When a follower
trated guild while sending out cult members to fix these errors. serving one of the missing Arisen soon after died, the ru-
mors began as to Baraja’s identity. Only little was extracted
MESEN-NEBU before the servant perished, but all of it sparked both a
The Mesen-Nebu was the last guild to establish a foothold sense of hope and dread. The leader of Netra-Peri is not
in the country, but with them came an increasing success. In serving Irem; the missing Deathless are either forcefully
recent years, New Zealand and its capital has garnered more taken or have turned their backs on the Judges. As bleak
attention as its untouched nature have been featured in big as this may seem, there have been escapees who know the
blockbuster movies, resulting in the nickname Wellywood. sect’s inner workings.
The Mesen-Nebu’s attention shifted to the movie industry Uma: A mummy of the Su-Menent guild whose current
to capitalize on this sudden transformation. The Alchemists location is unknown. She and her cult vanished, leaving only
arrived to the city after the Second World War and settled a letter signed by an unknown person stating Uma needed
in the Cuba Street neighborhood, which now is known as the purification. Recent reports mention a sighting of Uma on the
artistic part of Wellington. outskirts of Wellington. Whether she’s part of the Netra-Peri
There’s a strong divide among the guilds who want to or not isn’t known, but her followers leaked the information
focus on innovation stemming from the country, rather than of the Purists’ leadership.
risk inviting foreign powers. The traditionalist views aren’t

Wellington, New Zealand 305


NOTABLE LOCATIONS fishing port until it expanded following further conflicts to
include Kowloon Peninsula and Stonecutter’s Island. As a
The Beehive: Nicknamed after the building’s unique safe port for European sailors rebuffed from Chinese ports for
shape, the Executive Wing of the New Zealand Parliament decades, it quickly became a key trading site for merchants
Buildings is known as the Beehive. The Maa-Kep utilizes looking to sell highly prized commodities such as tea, silk
their observation skills to tap into the on-going plans and and porcelain.
discussions in these buildings. As one of the most distinctive The opportunities created by this colonial port were not
buildings in the country, it drew the Tef-Aabhi to its archi- lost on the Deathless, whose tendrils had already crept into
tecture. A common meeting ground for the Architects, they London society. Contacting Chinese cults, Arisen began po-
chuckle among themselves about how the mortals going in sitioning themselves around the area in greater numbers so
and out of the buildings do indeed fit the image of bees — as to facilitate the movement of personnel and materials out
mindless drones in a hurry to carry out their simple jobs as of China and into Hong Kong, where it could be returned to
tools, but an important job nonetheless. its rightful place and spared from the hands of Shuankhsen.
The Tomb of the Unknown Soldier: Built in commem- While many Iremites supported and celebrated this stride
oration of the lives lost in wars, the National War Memorial forward in the recovery of their lost relics, others feared such
in Wellington consists of several parts. The War Memorial a gathering of Arisen in one place would only increase the
Carillon, the Hall of Memories, and the Tomb of the Unknown ravenous hunger of the Shuankhsen and attract them to the
Warrior built in 2004 are the most famous ones. city. Such fears would not prove unfounded and the cultists,
This modern tomb resonates with many, and serves as a hirelings and Triad gangs of rival immortals have let blood on
neutral ground where either one’s belief is reaffirmed or shaken. the streets of Hong Kong for many years, particularly looking
It’s a place the Su-Menent has great interest in and are trying to to control the means of shipping and Victoria Harbour.
find the reason to why this particular place awakens an Arisen’s Arisen in this region are newly landed reinforcements,
lost memories. A rule to monitor any Arisen in this place is being some of whom are brought into the bodies of native cultists
enforced by some cults to prevent desecration by Shuankhsen, through the ancient rituals of Irem. Others have been oper-
or a Deathless group referred to as “the Deceived”. ating in the region for many hundreds of years. Those are well
established, often in the guise of respected businesses, niche
HONG KONG collectors’ trusts, ritualized crime syndicates and even tour
operators offering transport to and from mainland China.
A city born out of two clashing cultures, Hong Kong has
long been known as a place where East meets West. It is
a dense, bustling, vibrant jungle of concrete, steel and glass,
The end of British colonial sovereignty in 1997 broke
down one of the main political barriers holding back Ammut’s
on which the towering structures of wealthy corporations forces from entering the city. The Arisen do not know how
reach high above the teeming masses bustling through its fully, if at all, the Shuankhsen have infiltrated the Chinese
narrow streets. administration and its officers, who now oversee the special
administrative region. As they strive to maintain both their
The Deathless have made many forays into China over the
strong position in the area and the authority of their interests,
centuries. Many cults made the long trek across the trackless
which are linked in many ways to the Hong Kong government,
expanses of the world in search of lost treasures, and many
they must contend with the unknown quantity seeking to
enemies followed. The Shuankhsen flocked to the realm like
leverage ever more of the region’s autonomy back to Beijing.
a dark tide, devouring everything they could find. The first
Paranoia grips the slumbering hearts of the Arisen and each
Arisen to arrive there found a land in turmoil, riven by domes-
new face that visits the Executive is a potential enemy or ally.
tic strife. They required a safe harbor from which to conduct
The situation is precariously balanced between those wishing
their business and through which their allies and compatriots
to preserve their standing in the region and those believing
could be safely brought in to the region.
the time has come to strike out once more into the mainland
The British “acquisition” of Hong Kong as a result of the as their forebears did.
Opium Wars of the 1800s provided well placed Iremites with
The Diplomats hold the keys to power in the region, which
just such an opportunity.
is to be expected in this multicultural and diverse place. They
THE ORIGIN form the networks allowing the Arisen and their cultists to
move freely throughout the territory. Their hegemony is
The Treaty of Nanking, in 1842, ceded Hong Kong to the supported by the Maa-Kep, who move in the city’s underbelly
British. The struggling colony was little more than a minor and keep their ears to the ground for the influence of the

306 Chapter Six: A World for Exploring


Devourer. Challenging the status quo, new arrivals of the His people secreted a truck with an ancient relic of Irem
Mesen-Nebu and Su-Menent look to exploit both the vast into the city, but they have reported being pursued by
riches that have been gathered in this metropolis and the the Shuankhsen and some of their number died bring-
poverty and deprivation suffered by those on the wrong side ing it into the safety of Wang’s new tomb. To prevent
of the poverty line. the shipment from being discovered before the Lucky
For now, a cabal of ancient cults keep the old guard in Serpent can move it out of the city, Wang proposes
place and the challengers on the fringes. However, as enemies it be moved each night to a different safe house and
gnaw at the defenses of the Deathless’ tombs and relics of guarded by each of their cults in turn. He adds that he
increasingly greater power pass through the port, opportunities can offer extra assistance from his many hired guards
arise for new powers to stake a claim on the region. This could and loyal followers, if any of the others should require
challenge even the Tef-Aabhi, rumored to be maintaining a it — for a price. Some believe Wang has been infected
presence within modern day China through their centuries-old by the memory of his new host body, others seem keen
links to powerful families. to take him up on his offer. It remains uncertain if he
intends to help the other new arrivals or attempt to
Part melting pot, part pressure cooker. Hong Kong is teem-
embarrass them with failure.
ing with life and death. It is one of the most densely populated
Deathless cities on the planet with large numbers of Arisen
active in the city at any one time, either passing through or THE GUILDS
from one of the many long-established cults. A feeling of paranoia grips the guilds of Hong Kong, as
mummies from other guilds test the Diplomats’ influence over
STORY HOOKS the region and the Shuankhsen look for any opportunity or
point of egress they might exploit to erode Deathless control
• The ancient Cult of the Wave Dragon lives on in Hong
over their cults and vessels here.
Kong as the Lucky Serpent Shipping Company. The
Diplomats all look to Khama’at as their senior, for he
has been here since the 1500s. His Sadikh, Shang Mo
MAA-KEP
Chou, was once a feared pirate, known as the Queen Largely concerned with the lower classes of the city, the
of Guangzhou, but now her life of adventure has been Maa-Kep have a firm agreement with the ruling group of
tied to the fortunes of her slumbering master. A life of Diplomats that they keep watch on the streets for the arrival
freedom shrunk to a small measure as she directs the of any Shuankhsen from China or beyond. The many relics
very trade upon which she used to prey. Now, Khama’at gathered here are a great attraction for the hungering foe
has awoken and called a conclave of the Diplomats. and the Spies have the eyes on the street to spot them and
Ms Shang knows it is no mere coincidence that her enough gunmen within the Triads whom their cultists control
master awoke just after that luxury vessel containing to do them harm.
the negotiators from Beijing pulled into the harbor. They seem to have accepted their role as unofficial
Deathless police force of the city, since it not only affords
• A shadow war has engulfed the streets of the city as the them access to the rich spoils of relics, wealth and informa-
14K Triad and their traditional enemies, the Sun Yee tion flowing through the busy ports and markets of Hong
On, are battling for supremacy in the illicit drug trade Kong, but it allows them to pull the strings of the lesser
running through the docks. The Deathless of the Maa- guilds, many of whom are keen to send their members into
Kep guild have ostensibly supported both organizations China via this strongpoint. They clash mostly with the res-
at different times and rivalries between cults are ignited ident Mesen-Nebu, whose propensity to gentrify the lower
by the conflagration. As a new cult comes into town, value areas of the city as part of some ridiculous quest to
they must choose a side, or perhaps they can negotiate a perfect its structure has robbed them of many viable safe
peace between them both. One thing is for sure, without houses and dens for their operations.
the Maa-Kep’s foot soldiers monitoring for signs of the
Shuankhsen, the streets are far less safe. This situation MESEN-NEBU
needs to be resolved and soon.
Hong Kong’s Alchemists seek to marvel at the immense
• The Tef-Aabhi, Wang Zhang Wei, extends his new spoils being returned from their loss to China and craft the city
“colleague” an invitation to meet him and a couple of into a shining jewel and example of all that can be achieved
other new arrivals at the Central Government Building. from well guided endeavor.

Hong Kong 307


The oldest and most well-established of the guild’s Mesen-Nebu. Both for their sheer wastefulness of life and
members in the city were at the forefront of the campaign in the attention it draws to certain parts of the city’s under-
to demolish the Kowloon Walled City and replace it with world. With most of the Arisen in Hong Kong worried about
the park that now stands there. Tearing down that eyesore Shuankhsen attacks, reports of ritual blood sacrifices and the
and stain on the city’s populace proved a great boon to the like attract the wrong kind of attention.
Mesen-Nebu, but earned them the ire of the Maa-Kep and
their Triad associates. The campaign did, however, give the TEF-AABHI
Mesen-Nebu excellent links within the offices of the Executive The New Pharaohs are the ascendant guild in China,
Council and the Alchemists have extended an invitation to so it is surprising to find them relatively under-represented
certain members of the New Pharaohs to join their efforts here. However, the Diplomats have always tried to point
in directing the growth and prosperity the city enjoys. Such those arriving in Hong Kong to pastures new, and there are
tactics may shift the ire of the Maa-Kep from this ambitious no shortage of suitable destinations within striking distance
guild, but will do nothing to please the ruling Sesha-Hebsu. of Hong Kong. More recently, Architects have been coming
in at the invitation of established cults of Mesen-Nebu and
SESHA-HEBSU have looked to exploit their links within the local political
The most well-established cults in the city belong to the community to begin to exploit their synergistic goal of bringing
Diplomats. Some came with British delegations when the colony order to the chaos that is this city.
was first being established, others used the city as a safe haven Some people may disdain the rigid order and ruthless en-
from which to strike at the Shuankhsen and gather information forcement of law favored by the Chinese, but the Tef-Aabhi
on the lost relics within China for others to pursue. In modern understands that to keep structure in place, you must apply
times, they operate as consummate professionals, smoothing re- to it the most careful order. The Diplomats think they are in
lations between the local government and the Chinese Central control of the city, so be it. The New Pharaohs are happy for
Government as well as monitoring and guiding the activities of them to harvest all of the scribblings in the world for their
the other Arisen coming and going from the city. dusty scrolls. Meanwhile, they will get on with the real work,
Hong Kong is the gateway to the east for many of the which is making Hong Kong a beacon of all that Irem could
Deathless and the Sesha-Hebsu enjoy the news that such have been in time.
travelers bring from across the globe, as well as the many news
outlets and international trading firms in which they have NOTABLE CHARACTERS
an interest. If Hong Kong is a gateway then the Diplomats
Khama’at: This enigmatic member of the Sesha-Hebsu
are the gatekeepers. They have long established allies among
is regarded as one of the foremost Arisen in the city and
the oldest and strongest cults in the city, and they brook
perhaps in the whole of China, depending on with whom
no challengers to their very comfortable seat. Besides the
you speak. His influence over the Victoria Harbour and the
Shuankhsen, the Sesha-Hebsu fear the arrival of Tef-Aabhi
airports means that nobody enters or leaves the city without
in numbers, both from China and further afield. The New
him hearing of it. Khama’at’s cult are a loose collection of
Pharaohs are instantly suspected of being there to usurp the
merchants, academics and political aides led by his Sadikh,
Diplomats from their unusual spot as top dogs in this city.
Shang Mo Chou, once a feared pirate. She now operates the
SU-MENENT Lucky Serpent Trading Corporation in her master’s name as
well as maintaining many of her age-old underground links.
The Necromancers are strangely limited in number in such Many mummies whisper that she and not Khama’at truly runs
a densely populated city teeming with the hum of life and Hong Kong, as her links to the Triad families forms the basis
energies of death. Many independent sorcerers have studied of the Sesha-Hebsu alliance with the Maa-Kep that keeps
the arcane secrets within Hong Kong and their secrets are Khama’at in his lofty position.
certainly of interest to the discerning Necromancer. Wang Zhang Wei: Mr Wang claims to be a member
More than anything else, the Su-Menent see Hong Kong of a family of imperial descent. Staunchly pro-Chinese, he
as a proving ground for all sorts of experimental rituals and arrived in the city not long after the British lease expired.
procedures. The streets are awash with spiritually bereft and As a relatively new face on the scene, this crafty Tef-Aabhi
hopeless people, just ripe for the picking and willing to sac- has made a habit of befriending new arrivals to the city and
rifice just about anything for a chance at a better life. While offering them opportunities that, ultimately, indebt them to
such experiments are beneath the immediate concern of the him. He is enigmatic and strange, even to other Deathless,
Sesha-Hebsu, they do not sit well with the Maa-Kep or the

308 Chapter Six: A World for Exploring


who feel that his adoption of his host’s name and, seemingly, rule and for much of its prosperity even now. Its location in
some of his mannerisms, is a sign of his deterioration. Perhaps the South China sea makes it a perfect hub between colonies
the transposition ritual was not entirely successful in his case, in the southern archipelagos and mainland China and Japan.
as when he is awake he seems to retain more memory from It also services shipping from the United States, Canada
Mr Wang than from his former Iremite self, down to the fact and any number of Central and South American Countries.
that nobody knows his true name. Some even suspect that he Controlling this landmark area is the key to controlling Hong
himself cannot remember it. A rumor boosted by his voracious Kong and the Lucky Serpent’s grip on the shipping makes sure
hunger for artifacts coming out of ancient Chinese stories for the Sesha-Hebsu stay in control for now.
any hint of memory as to who he was and where he came Temple Street Night Market: A visit here is like stepping
from. Wang hides this behind his grinning façade and is an back in time and many Arisen come here to get lost in the
impresario that likes to hold meetings in important buildings. faded memory of their distant past. The buzz of bartering and
Khimpec the Hollow: The ancient malice this Shuankhsen the bizarre mixture of sights and smells are evocative and
feels for Khama’at and his brethren knows no bounds. He attractive to many. The Maa-Kep keep this area under a tight
spent a century growing fat off the delights brought to him leash as many a shady deal can be done in the ramshackle
down the silk road, only for the Deathless to follow him and stalls of this area, especially if the local police are paid to look
ruin it all. While his compatriots are scattered, Khimpec has the other way.
lost none of his foul hunger and rage over the years. If Hong Kowloon Walled City Park: Once, this historical park was
Kong falls, the glory days return, and if he plays his cards the site of the worst slum in Hong Kong. A series of run-down
right, perhaps he can even keep the relics and unsuspecting towers, each block within it, a town within itself. Overcrowded
Deathless rolling in to the city to sate his hunger for all time. and dangerous. The Mesen-Nebu see this park as a testament
to everything that is great about their philosophy, a sign of
NOTABLE LOCATIONS the grandeur that awaits all of those joining them in bringing
Victoria Harbour: This natural harbor is the main reason perfection to the world.
for Hong Kong’s primacy and growth as a colony under British

Hong Kong 309


Ever since the dawn of civilization, people have not been content to see events as
unconnected and inexplicable. They have craved an understanding of the underlying
order in the world.
— Stephen Hawking, A Brief History of Time

T here are many ways a troupe can tell a story of Mummy:


The Curse, and what appeals to one group may not nec-
essarily appeal to another. Some groups prefer competition,
then playing a character whose main goal is to undermine
the rest of the meret can be difficult to incorporate. On the
other hand, if the players are asked “would you be happy if
and some prefer co-operation; each are equally valid. The characters worked against each other in this game?” it might
most important thing a Storyteller can do prior to planning provoke excitement and intrigue within the story.
a chronicle is to sit down with players and try to get a feel
for what they want, introducing the players to the bones of
the chronicle she is planning. Is she envisaging a cinematic
TIPS FOR THE
chronicle with the meret encountering increasingly powerful
foes until they get to the final confrontation with their archen-
STORYTELLER
emy? Or, perhaps, something more contemplative where the
characters explore what it means to be an extremely powerful, A mummy’s existence is tough. No doubt about it. She exists
to serve her Judge and mostly, when she returns to the living
world from henet, she doesn’t remember what she was doing before.
immortal being doomed to live episodically, with little oppor-
tunity to learn from the past, bound into service to a barely However, if the chronicle is entirely dark, the troupe starts to take
recollected god? There is, of course, no rule to say the troupe this for granted. Darkness works best when contrasted with light.
can’t have a bit of both these extremes. Different troupes Sometimes mummies and their cultists relax; sometimes they
want different emphases and a long-running chronicle works enjoy the presence of a friend or a lover, the feeling of satiation
best when everyone starts out with the same understanding. after a wonderful meal or the thrill of attending a concert. Do not
be afraid to include the occasional shot of humor.
At this initial meeting, the Storyteller should find time to
discuss the characters the group is interested in playing and
start to work out how these would fit into the chronicle. She
AVOID SAYING “NO”
should try to discourage people from setting their hearts on When a member of the troupe comes up with an idea that
playing a concept unsuitable for the rest of the meret, or a seems, on the face of it, to be incompatible with the chronicle,
concept ill-suited for the game’s flow. For example, if most of don’t just say “no”. The Storyteller may need to ask for time
the group want to play co-operatively toward common goals

Tips for the Storyteller 311


to think about it. Most ideas can fit into most chronicles with find yourself squinting as you try to make out detail of the
a bit of ingenuity. If it’s really off the wall, she may want to rotting crates stacked against the wall.” Rather than saying
ask that player to compromise, to alter her amazing idea so it “Your questioning makes the shopkeeper angry” try: “As you
fits in with the rest of the story. ask the shopkeeper what he saw last night, his face turns red,
This guideline is particularly important when a new player you see his left hand shake slightly as he forms a fist with his
joins an ongoing chronicle. Existing players need to acknowl- right, his eyes narrow and he brings his right fist down hard
edge that a new member of the group may take things in a on the shop counter.”
different direction, and this is something to celebrate. Try to avoid making up a new Storyteller character for
There are situations when a Storyteller needs to say “No” each situation. Use and re-use the same cast so the charac-
and those occur when a player or players are taking things ters can form relationships with them. Let them have their
down a track that spoils the story for another player, takes friends and enemies, the stall holder they believe they can
away another player’s agency or cuts another player out of the trust, the bartender who always shortchanges them. Use a
action. In such cases, no really must mean no, but follow up few, well-described locations so that exploring somewhere
with an explanation of why this decision was made. strange and unfamiliar becomes a significant contrast to the
places they know so well. Let them have places where they
NOTHING SURVIVES feel comfortable and places where they know they must pay
attention to their surroundings.
CONTACT WITH PLAYERS
A Storyteller must love the concept they have for their EVERYONE IS AWESOME
chronicle, else everything feels flat. Players, however, are Every character in Mummy: The Curse has some special
intensely creative people and will want to take things their skill or resource. Every character has some weakness or flaw.
own way. A storytelling game is a collaborative effort and All of these should feature strongly in every story. As the meret
sometimes the best laid plans of the Storyteller do not come progresses through its journey, characters (and players) should
to fruition because the meret has decided to do something develop an increasing awareness of what their companions
utterly unpredictable. In such situations, the Storyteller needs can do well and put those characters forward for tasks at
to think on her feet. Not everyone finds this easy and it’s which they can shine. They may also learn to cover for each
perfectly fine for the Storyteller to take a break or run a side other’s weaknesses.
scene or even to tell the players they weren’t expecting these
developments, and they need time to think about them. The
worst thing a Storyteller can do is to try to force the meret
SHARING THE SPOTLIGHT
back onto the path they had planned. Character actions are for In a roleplaying game, everyone deserves an equal share
the players to decide. The Storyteller should let them handle of the Storyteller’s attention. Some players like to be in the
the consequences of their decisions, but never let them think spotlight all the time; some are more reluctant to grab it.
their characters’ decisions cannot affect the story. Part of the Storyteller’s task is to ensure that everyone gets
In real life, most of us want to make a difference. This is a chance to shine, though some people will want to shine
even more the case when it comes to participating in a story. less obviously than others. Storytellers should ensure every
The characters are not spectators, they want to be awesome character — from the mightiest Deathless to the most humble
and effective in this story, and the storyteller’s job is to make mortal cultist — has a chance to stand at the forefront of their
sure this happens. tale, providing players with the opportunity to tell a story and
providing the chronicle with a study in contrasts, where a
MAKE IT FEEL REAL mummy’s concerns might be cosmic, and a cultist’s might be
when his starving family are next going to eat.
The use of appropriate lighting and a suitable soundtrack
helps many people, though it’s not always practical. There are
also any number of storytelling tricks that increase immersion
TROUPES AND PYRAMIDS
and enjoyment. The most important of these is ‘show, don’t
tell’. Rather than just saying “It’s dark in the alley” try ex- T he nature of the Arisen makes it unlikely that a great
many of them are active in the same place at the same
time, unless it’s a universe-shaking chronicle. Even then,
panding: “As you enter the alley a shadow seems to fall over
the world. The streetlight flickers intermittently. It’s not there may be stories where only one or two members of the
bright enough to see clearly. Clouds obscure the moon. You meret are active.

312 Chapter Seven: Creating Timeless Tales


Where the mummies have separate cults, there may be
some intra-meret conflict. During the character creation
phase, it is worth taking time to ensure that, while the char-
Safety Guidelines acters and their cults might have different aims, these aims
are not so incompatible as to tear the group apart. Differing
What many players want from Mummy: The philosophy, precise direction, and ideal methodology, does
Curse is an intense, immersive experience facili- not necessarily rule out uniting to combat mutual threats and
tated by a deep and complex backstory, the im- achieve common goals.
mense power available to Arisen, the tragic loss
of Memory, and the inexorable drive to achieve The cults of two or more mummies might merge as part of
one’s purpose. The issue with intense experiences the ongoing chronicle if the plot gives them adequate reason
is they have the potential to get out of hand and to do so. To some troupes this may feel more organic and au-
cause distress to participants. thentic than announcing that the cults merged at some time
Propose a gesture, word, or place an X-card with- in the past as part of the chronicle background. Of course, the
in reach of everyone in the gaming space. This non-linear nature of this game’s timeline raises the possibility
mechanic is there for a person to “tap” when they to revisit past events in future chapters.
are not feeling okay, or if they need to pause the
game for any reason. Everyone needs to know it MUMMIES AND CULTISTS
and respect it. The person gesturing might wish to
continue with the action toned down a notch, or Not every player has to portray a mummy all of the time
they might need a break to think things through. A or even at all. Some troupes might enjoy the power disparity
player should always be able to use a gesture or involved when only one character is a mummy. This game
X-card and they should not have to explain their includes a number of features that make playing a member of
reasons to anyone. This is really an issue of giving the mummy’s cult especially rewarding.
every member of the troupe the space they need When a mummy arises, for whatever reason, she is full to
to feel comfortable. the brim with Sekhem and has little memory, no knowledge
of the current cultural matrix and scant self-control. At
this point, her cultists play a vital role in covering up any
untoward incidents or faux pas the mummy makes, teaching
the mummy how to operate in the time and place to which
THE MUMMY MERET she awoke and pointing the mummy in the right direction to
Finding four or five mummies active in the same place at achieve her purpose. The mummy has more raw power, but
the same time outside a Sothic Turn is rare without a joint without her cultists she may not be able to use it effectively.
cult to summon the entire band, a tomb robber raiding a As the Descent progresses, the mummy becomes less powerful
communal burial ground, or a widespread necromantic event and may invest more and more of her Pillars in her cultists.
raising them from henet. There is no reason why a troupe This does not constitute a role-reversal, but it does change
should not use such rare events to tell a story, however. Such the balance of respective roles.
stories make the mummies primary players on the world’s stage While some cultists are normal mortals, a Storyteller might
and provide players with a lot of resources to have fun telling give them some extra experience, so they become exceptional.
tales of godlike power. In this model, one member of the gaming group could play the
mummy’s Sadikh: an immortal who can funnel their Arisen
DO ALL THE MUMMIES HAVE master’s Sekhem but rises and falls with the mummy. Other
immortals and sorcerers can ally with the Arisen and there
THE SAME CULT? is no reason to avoid bringing in monsters from other game
Mummies may possess individual cults or pool a larger lines if the players and the Storyteller agree.
one between the meret. Cults, however, may have their own
designs. Over the centuries, two powerful cults may well ROTATING MUMMIES
decide to merge, increasing their power and having relations
In a long running chronicle, players can take turns at por-
with two or more mummies. If this is going to be the basis for
traying the mummy. That might mean a single mummy, played
a chronicle, the mummies could pool their Merits to buy up
by different individuals each session or each Descent. Where
the Reach and Grasp of their shared cult. This is a solid design
players are looking to run a long chronicle with considerable
for a troupe that likes their characters to work harmoniously.

Troupes and Pyramids 313


time jumps, having a different player portray the same mummy making sure everyone starts with enough experience to min-
for an entire Descent is an interesting concept because of the imize the difference in power between the various character
way it mirrors the gradual growth of memory during a mummy’s types, though the balance of power changes over the course
time in the world. An alternative arrangement would be for each of the chronicle as the mummy descends.
player to have two characters, one of whom is a mummy and How do the mummy and her cult members feel about each
one of whom is something else, such as a vampire or sorcerer. other? Do the cultists worship their mummy and try to appease
This allows for different mummies to be present in different her? Do they see him as a resource for exploitation? Most will
chapters of the chronicle. The non-mummy character might be somewhere between the two extremes and not every member
be responsible for summoning the mummy character into play. of the meret needs to feel the same. This is a point of potential
Another issue worth considering is how to run a chronicle character growth and change for the entire troupe. Perhaps the
spanning eons of time when some of the characters are mortal. mummy’s behavior encourages the cult to feel greater awe; per-
A vampire, Sadikh or Blood Bather may be with the mummy haps she acts in a way that makes them start to despise her. All
in 1546 CE and again in 1832 CE, but that is not going to these dynamics feed into the story of a pyramid-style chronicle.
be possible for most mages or sorcerers. Reborn and Eternals If mechanical balance doesn’t matter to the group, exam-
are workable solutions here. The Reborn reincarnate over ining mummy through the lens of different levels of cultist —
and over again, retaining their memories, which makes them one playing a mortal, another a sorcerer, another an immortal
an interesting foil for mummies. Often regarded as hostile (as — provides many opportunities for interesting stories. The
they remember all the unpleasant things mummies have done Storyteller must keep in mind that although the mummy is
to them) they could just as easily be allies. Unlike mummies, godlike, he acts as a beacon to Shuankhsen, pulsating with
they exist in linear time, so they may remember things in a Sekhem, suffers from a loss of Memory or subtlety, and of
different order. In any case, having a Reborn in their cult, course inflicts Sybaris on those unfortunate enough to come
or even as an ally, would be of value to a mummy who cares close to him. Mortals have access to a whole world beyond
about regaining her memory. The Eternal store their souls the mummy’s reach. Sorcerers have access to a kind of magic
in relics. To the average mummy, these relics are a store of and society neither mummies nor mortals can understand.
Sekhem, to return to Duat or drain. What will the mummy Immortals practice rituals and consort with others of their
do when he discovers the relic discovered houses the soul of kind, pursuing their own paths while attempting to strengthen
someone of importance to his cult? The Eternal is a suitable their long lives. Every character offers something to the tale.
candidate for a player character in a pyramid troupe where
the apex rotates. THE TRULY EPIC CHRONICLE
Alternatively, in a time-hopping chronicle, members of
Mummy: The Curse lends itself to a truly epic style of play
the troupe might prefer a choice between re-creating their
where the action takes place over different periods of time and
mortal character with enough twists to make them credible as
areas of space. This type of chronicle is bound to raise questions
a grandfather or great-grandchild of the character they played
about how time travel works. The meret may not necessarily
previously and making a completely different character for the
experience time travel, but, as there is no need to play out the
next time zone. The Storyteller should grant such characters
story in strictly chronological order, everyone should give some
some or all of the experiences earned by the characters played
thought to how scenes occurring in 1591 CE might interact with
by those players previously to maintain balance with any
an already-concluded story set in 2015 CE. Mummies may have
immortal characters in the mix.
little by way of memory when they first begin each Descent, but
PLAYING THE PYRAMID players all bear the responsibility for keeping continuity. The
meret may think they have put an end to that sadistic Blood
Every character should have a chance to make a difference Bather in 1591 CE, but clearly, she found some way to revive
to the outcome of the story. Some prefer to work quietly herself and come back to taunt them in the 2015 CE story. How
from the shadows, but they deserve the Storyteller’s time and pleased she must be to find the mummies and their cults have
attention just as much as the social butterfly character. In a completely forgotten their victory and how angry she must be
pyramid-style chronicle — whether a single player portrays that the epic battle five centuries earlier did not make much
the mummy or there is some form of rotation — this becomes of an impression on the meret. That amulet the sorcerer cultist
even more essential. found in the attic in 2007 CE? Who put it there for him to
In this type of chronicle, it pays for the mummy to invest find back in 1736 CE? This chronicle gives the troupe infinite
her Pillars in the rest of her meret. The mechanics explaining opportunities to backfill the plot holes that inevitably occur in
how to do this start on p. 204. The Storyteller can help here by the best planned of story arcs.

314 Chapter Seven: Creating Timeless Tales


CULTISTS AND some degree of protection or, at least, a common enemy. As
with other immortals, the Body Thief brings memory with her
OTHER ALLIES when she becomes part of a cult or even a meret. She can be
present at any number of Descents. In return, the cult may

S adikh and Witnesses are the obvious possibilities for


pyramid play. Other allies (even cultists) are possible and
immortals like Blood Bathers (p. 258) and Body Thieves (p.
provide her with a succession of hosts and the mummy can
invest her with Pillars.
Body Thieves are, ultimately, ordinary mortals. They
263), though normally perceived as adversaries, may join or carry their Mental and Social Attributes and Skills from
work with a cult. Some combinations are more likely than body to body, but adopt the physical equivalents of the body
others. Sorcerers and Deathless can work very well together they inhabit. Although they are functionally immortal, they
and are as likely to be allies as they are to be enemies. tend to be weak in several areas compared to some other
characters in the meret. The Storyteller might wish to give
SADIKH them more experiences to reflect their great age, but those
Arisen create Sadikh, half-alive servants — sometimes should go into Mental and Social Skills and Attributes and
called “companions” — who are sometimes interred with them appropriate Merits.
at death, chained to the same cycle of death and rebirth as A Body Thief character can take part in stories cov-
their masters. When the mummy wakes, the Sadikh wakes too, ering many Descents and can change her body to suit the
without the issue of lost memory. For this reason, the Sadikh circumstances.
makes for a useful guide for every mummy.
Sadikh are the most obvious choice for a mixed-meret ETERNALS
chronicle. They are almost as immortal as their Arisen part- Eternals have removed their own Sekhem and stored it in
ners and have an obvious and well-defined role in relation to an anchor while their body, mind, and spirit persist. Their im-
their mummy. They may not exercise the same raw power, but mortality persists for as long as they can protect their anchor.
they have a much better grasp on the ever-changing world of They are viable as members of a meret and might be useful in
mortals as well as having considerable sway over their Arisen helping to procure vessels, due to their familiarity with relics.
partners. What they lack is an ongoing relationship with the They work well with the Mesen-Nebu due to a mutual interest
mummy’s cult, due to their need to rest whenever the mummy in dedwen (though the Eternal do not necessarily recognize
slips into henet. They might become jealous of a powerful that term). Like other immortals they can assist with memory
cultist getting too close to the Arisen in the meret and equally and many mummies regard this as a desirable trait.
possible that cult members would be resentful of the ‘special In return for service to a mummy, the Eternal could gain
relationship’ between the mummy and the Sadikh. protection for her anchors, though trusting a mummy would
be a big step. Building up that trust could be a theme that
BLOOD BATHERS runs through the chronicle.
Although many regard the Blood Bather’s manner of
attaining immortality (p. 258) as abhorrent, a meret could REBORN
value an individual able to remain alive and without mental In some ways the diametric opposite of mummies, these
infirmity through vast tracts of time. A Blood Bather could mortals have learned to keep their identities and memories
help orient the mummy to his current Descent and ‘jog’ the through successive incarnations. A mummy would learn a
mummy’s memory of past Descents. Only her inevitable loss great deal about memory and techniques for retaining and
of Integrity limits the Blood Bather’s usefulness. The struggle regaining it through different Descents if she had a Reborn
against that decline forms a central part of this character’s in her cult. They retain memories of their previous lives, but
story and other members of the meret either help her resist or these take time to develop and a young Reborn is very vulner-
take advantage of her hardened heart by having her perform able to loss of the thread that holds her incarnations together.
actions they find too horrible to contemplate.
As with the other Timeless, it might take several Descents
BODY THIEVES for the Arisen and the Reborn to learn to trust each other.
On the face of it, dealing with a mummy spells danger for the
Body Thieves share with mummies a hatred of Shuankhsen, Reborn, while for the mummy, the Reborn represents an almost
who can drain life from the Thieves. This makes Body Thieves perfect form of immortality with all the joys of youth, love, and
keen members of scorpion cults as they believe they offer even death presented to these immortals again and again.

Cultists and Other Allies 315


MORTALS Deathless keep going through millennia) and general lack of
supernatural power. Others, however, may enjoy playing the
Mortals are almost always the largest group within the apparently weakest character in a meret, relying on his natural
mummy’s cult. Mortals have a number of advantages other endowments and wits rather than sweeping all obstacles aside
creatures lack. They have real and unbroken connections to with a powerful Utterance. Storytellers should pay special
the contemporary world. They have living connections to attention to ensure this character does not miss out on the
supportive friends and family, who may be influential within action by arranging things so that, from time to time, the mor-
their communities. They have real identities that stand up to tal’s community connections or specialist skills are the only
the closest inspection. Each mortal is unique and, therefore, thing that can get the meret out of a tight corner. This way,
unpredictable. Mortals are familiar with the way the world the character proves that ordinary people are a match for the
works for ordinary people, something other types of creature Deathless, the Endless, the Lifeless and everything between.
often find difficult to understand.
The Arisen need mortals. They need them to interact with SORCERERS
the alien (to them) world in which they find themselves on Anyone can perform sorcerous rituals if they possess the
each Descent. They need them to provide hope, connections, correct tools, knowledge, and setting. Learning sorcery is a
and friendship. They need them to form and sustain their cults. lifetime’s study, however, and most mortals have other things
Ordinary mortals are important for the meret and while to do with their lives. Sorcerers are ordinary mortals that have
they may lack gnarly supernatural powers, their mortal skills devoted their lives to learning to do extraordinary things.
and social contacts are more generically useful. If some of the Sorcerers and the Arisen can form mutually advantageous
troupe are playing mortals, it is important to ensure they are bonds. The mummy provides the sorcerer with Sekhem and
provided with the strong skills and social contacts which more invests her with Pillars, both of which make sorcerous rituals
obviously powerful characters need to achieve their aims. For more efficient. In return, the mummy and her cult gain a
some players, this may not compensate for only being able to member or ally with a deep understanding of ritual and one
participate in one or two Descents (whereas the Endless and who may be able to create vestiges.

316 Chapter Seven: Creating Timeless Tales


does not remember. He may act as the mummy’s Touchstone
or as a member of her cult, valued for his individual abilities
or connections.
Monstrous Cultists Witness characters give their player a chance to weave
Vampires, being functionally immortal, are an ob- the complex relationship between the Witness, the mummy
vious choice for cultists. Vampires, like mummies, and the rest of the meret into their story. Like other essen-
have periods of inactivity and, while they tend tially mortal characters they can provide access to mortal
not to forget everything from past active periods, communities and resources as they are inherently rooted in
they suffer from torpor dreams that distort their the living world around them, but unlike mundane mortals,
memories. Though some were active at the time Witnesses do not feel all the pains of Sybaris, and might one
of the First, Second, and Third Turns, a vampire day become Sadikh.
would unlikely remember much about Irem. Both
mummies and vampires have their fingers deep
inside mortal political and social issues using their PURPOSE
influence to tune empires to their agendas.
The Awakened with an interest in the soul or the
AND DESCENT
nature of the afterlife might well find the memories
of mummies fascinating and could join a meret P urpose is one of the fundamentals of a mummy’s existence.
While most characters have choices about their priorities,
a mummy’s purpose is set in stone and forms an essential
out of curiosity and a desire to discover more. The
Created are interested in all forms of immortality part of this game’s dynamic. There is a constant tension here
as they wish to counter their own. The effects of between fulfilling purpose and the preservation of Sekhem.
Sybaris on the mortal subconscious might draw Non-mummy characters in the meret may influence this
the attention of a Begotten and some Sin-Eaters balance in interesting ways. They, after all, have their own
would be fascinated by a creature straddling life needs and motivations. Everyone wants to influence the apex
and death. A changeling could perceive a mum- of the pyramid to follow their personal agenda, though the
my as a powerful defense against her pursuers. character may see it as doing the right thing rather than doing
Many such characters, however, have a limited
lifespan, just as a mortal does. things their way. If the cult awakens the mummy, they set the
mummy’s waking purpose. Due to this, while the mummy may
The Storyteller is free to say that Sybaris does not be able to exercise powers beyond a mortal’s wildest dreams,
affect mages, vampires, and other creatures al- her cultists are firmly in the driving seat. While not every
ready entwined with the supernatural. cultist may realize this, they could learn it over a period of time.
In a pyramid-structure chronicle, the Storyteller may wish
to be stricter with Descent rolls than she would be if dealing
with a meret of mummies. As the mummy loses her Sekhem,
Sorcerers are mortal and are not able to serve the mum- the pyramid flattens. The non-mummy characters may choose
my or her cult through multiple Descents. Sorcerous cults, to take advantage of this, or they may rally around their failing
however, keep extensive records whether written or through god and much depends upon their personal choices.
oral tradition, and being in a position to consult these can be
profitable to the mummy and her cult. A sorcerer cult member
is in a good position to obtain access to the lore of mummies
NETER-KHERTET
and fellow sorcerers alike. “I’m right here!” Officer Wilson screamed, but his fellow
officers heard nothing.
WITNESS Out of the corner of his eye, he glimpsed the crocodile-headed
From the Arisen’s point of view, having at least one horror slowly drifting toward him. With a scream, he ran blindly.
Witness in her cult is very convenient. Given the Witness’
At the sight of a man shining like a beacon, embers of hope
obsession with mummies, they are not difficult to recruit.
rekindled. He called out as he ran towards him, but the shining
There is often a strong reciprocal emotional connection be-
one’s gaze remained fixed on the horizon. He looked towards
tween the Witness and the mummy he serves. As a mortal,
the approaching horror, then back to the man. Grabbing him, he
the Witness cannot directly assist the mummy in remembering
shook, finally resorting to a slap across the face. “For the love of
her own past. He may remind her of someone she knew or
God, help me!” he screamed.
something she felt in the distant past but the Witness himself

Purpose and Descent | Neter-Khertet 317


“You shouldn’t have interfered,” the blazing man replied
coldly, turning away. “Suffer the consequences.”
Deathly Twilight laps at the world of the living, waves of
death crashing onto the shores of life. Occultists, mortal and
The Soul Unleashed
otherwise, understand Twilight as the natural state of ghosts When a mummy is killed, they gain the
outside the Underworld, an ephemeral existence composed Disembodied Condition. In this state, the mum-
of death, emotion, and memories. They glimpse only the my exists in Neter-Khertet, but remains focused
shallows. The Arisen perceive a realm in its own right, the on the events of their death cycle, unless outside
kingdom of Anpu, Opener of the Way. A desert shadowscape influences pull them away. With no sahu to shel-
filled with blistering winds, echoing voices, and chaotic mem- ter it, the mummy’s soul shines like a beacon. The
ories, Neter-Khertet disorients those falling into it unprepared. sight of their eternal soul revealed is terrifying
Neter-Khertet mostly shares its geography with the physical to ephemeral entities of lower Rank, inflicting
world, though there are some notable differences. In Neter-
the Awestruck Condition. Mummies attempting
to hide in the Neter-Khertet storm shine even
Khertet, most physical features of the environment appear to through the swirling sands, suffering their current
be heavily shadowed and worn. Light and sound seem muted Sekhem as a penalty.
and distorted, as though perceiving them underwater. Physical
matter is naturally intangible to entities in Neter-Khertet. Arisen distracted from their death cycle by out-
side forces and those outside of their bodies by
Entities touched by Sekhem perceive two great mountains other means may freely interact with other entities
dimly visible on the eastern and western horizons, called in Neter-Khertet or explore as far as the Rivers in
Bakhu and Manu respectively. Traveling far enough in either the Caverns.
direction eventually brings an entity to the mountain, where
gateways for souls remain eternally open. Each sky gate, or
When Neter-Khertet entities defeat an ephemer-
al mummy, they discorporate, reforming at sunset
akhet, is a shimmering portal permitting souls to move be- beside one of their Anchors (p. 233) with a single
tween one realm and another. Transient gates open in other level of Corpus and a single point in each depleted
places, often resulting from interactions of sacred geometry Pillar. Reforming consumes a dot of Sekhem, po-
with celestial events. tentially plunging the mummy into henet.

SHADES
In addition to ghosts, wild Amkhata, and escaped fiends,
Neter-Khertet is also home to strange shadowy entities called and echoing voices are disorienting, inflicting the Sandstorm
shades, similar but distinct from ghosts. Frequently preyed Tilt. Entities aware of it may attempt to hide in the storm,
upon by fiends and Amkhata, shades lurk within the storm concealed as though within shadows — a common tactic
of Neter-Khertet, hiding in unnoticed corners and clustering for Amkhata, fiends, and shades. This is a basic attempt at
in groups. Shades appear as living shadows, some seeming stealth, but success renders them functionally invisible. Any
almost human, others monstrously deformed. Like ghosts, being capable of perceiving deathly Twilight may attempt to
shades hold memories of once living people, sometimes even pierce this concealment, contesting it with a Perception roll.
identifying as them when convinced to communicate. Unlike
ghosts, they require no Anchors to resist the Underworld’s THE CAVERNS
pull, instead being faintly drawn towards Duat. Shades avoid
confrontation, striking opportunistically at weakened entities OF NETER-KHERTET
when they feel they have the advantage. Rumors persist of Accessible through gates appearing in places strongly
more potent shades, nourished on stolen Sekhem, lurking affected by death, the Caverns of Neter-Khertet beckon
deep in Neter-Khertet. Arisen intrigued by death and the afterlife. These infernal
gates periodically open, pulling ghosts down into the depths.
THE ASHEN STORM Mummies in Neter-Khertet may follow these hapless ghosts
if they wish, entering an area called the Upper Reaches by
An eternal storm, called the Neshshu by the Arisen, whirls
mortal occultists. Explorers find a network of caverns sheltered
through the depths of Neter-Khertet, concealing ghosts and
from the storm, steadily descending towards patchwork cities
other Twilight observers within a hazy shroud of sand and
crafted by the teeming hordes of the forgotten dead alongside
funeral ashes. The storm does no harm, but whirling sands
bizarre Rivers dividing the Upper Reaches from the Lower. A

318 Chapter Seven: Creating Timeless Tales


constant source of frustration for inquisitive mummies, Anpu Exceptional Success: The mummy resurrects, immedi-
appears to turn them back from the Rivers, denying them the ately suffering a Descent roll.
ability to cross over into the strange lands of the dead beyond. Failure: The mummy loses one dot of Sekhem to resur-
Anpu also appears to mummies seeking to leave the Caverns, rection, and immediately suffers a Descent roll.
opening the Gate to allow them back into the living world.
Dramatic Failure: The omnipresent shades of Neter-
Khertet see the mummy wavering, and descend upon them,
DEATH CYCLES tearing apart their Sekhem. The mummy loses two dots of
Although death drops mummies into Neter-Khertet, Sekhem in their resurrection.
they do not share the experiences of other entities in this
state unless compelled by an outside force. The mummy is
only vaguely aware of events occurring in Neter-Khertet
DUAT
or the physical world, instinctively journeying in search of “It doesn’t have to be this way. I can make it stop,” she said.
resurrection through a haze of memories. The mummy’s pur- Meresankh looked up, tears streaming down her face. The
pose drives them toward Anpu, while one without purpose is speaking woman wore the beautiful face of her lover, marred by
adrift in Neter-Khertet, more prone to falling victim to other a smile far too wide and sharp.
entities dwelling within the storm. Anpu awaits them at the
end of this journey, offering a torch to guide them, sometimes “Say the word,” she continued. “Give yourself to me and it
silently imparting wisdom or important revelations as well. If all ends.”
their first purpose has been fulfilled, Anpu offers the choice Meresankh collected herself, staring defiantly up at the De-
between resurrection and henet, the torch and the jar of ashes. vourer. “I will not! My soul is scarred by battle, but I have faced
When taking the torch, the mummy must journey towards the a thousand fiends and still stand!”
akhet that returns them to life, facing the echoes of their past
along the way. The visions encountered force the mummy to “I know,” she said, pleasantly. “You’ll face a thousand more. It
confront forgotten or repressed aspects of their past. doesn’t end, Meresankh. Suffering never ends. Not without me.”
System: When killed, the mummy gains the Disembodied In the timeless Before, the Judges decreed the Law of
Condition. The mummy remains focused on their death cycle Suffering, that all that lived and died would obediently suffer
unless damaged by an outside force or targeted by supernat- pain, fear, and misery. The Nameless Serpent, Sutek, recoiled
ural powers. Navigating their labyrinthine memories to find from this cruelty. While he could not revoke the Law, he de-
Anpu requires they follow the guiding symbols, provoking a creed that life would have will and rebel against their lot. Duat
Memory roll, suffering a −2 penalty if their first purpose has was birthed to judge the worthiness of souls, to allow those
been fulfilled. Record the result. Anpu directs them toward the capable of proclaiming the Decree of Will to rise above the
appropriate akhet, granting the mummy the ability to perceive Law of Suffering and achieve starry A’aru. Those failing dwell
and use the soul portal. Accepting the ashes and henet im- in Duat, eternally awaiting sacrifice to the jaws of the Devourer.
mediately ends the mummy’s current Descent, bestowing any All entering Duat face judgment; all entering Duat suffer.
remaining Sekhem upon Anpu. Accounts of Anpu offering Neither time nor death offer respite. Within Duat, nothing
this Sekhem to desperate mummies with unfulfilled purposes truly dies, except those giving themselves to the Devourer,
remain apocryphal. The torch illuminates any akhet the who stands eternally ready to offer an end to suffering.
mummy nears, making it visible as a shimmering portal, but Determining which experiences are true and which mere fig-
they must still journey to their sahu or organs. Confronting ments of the mind, whether the companions one meets along
their past is a purely narrative experience, although success- the way are real or merely visions or fiends, is impossible in
fully facing it always carries revelation for the mummy. Upon Duat. The lands are different for each who enter, the geog-
reaching the akhet, the mummy may attempt resurrection. raphy twisting itself to challenge every soul, subjecting them
to the mercy of fiends and their past. The Pillar Trials, testing
RESURRECTION each aspect of the soul in turn, grow from the memories of
The mummy steps through the akhet to their sahu or the Descended, shaped to inflict the greatest torment. Henet
organ. Roll Memory. If the Memory roll to find Anpu suc- is not rest. The Decree of Will is not a choice, but a journey.
ceeded, add one die, or two for an exceptional success. If it
failed, subtract one die. DENIZENS OF DUAT
Success: The mummy loses one dot of Sekhem to Regardless of appearances at a given moment, Duat teems
resurrection. with entities bound to the Law of Suffering, both inflicting

Duat 319
and enduring it, often in equal measures. These entities are or the other realms of Duat in search of prey. Sand Vipers are
known as fiends, or more rarely, as akheriu. Neither living enormous red and black scaled serpents burrowing through
nor dead, fiends serve as enforcers of the Law of Suffering the desert sands hunting errant souls. The smallest Sand
and its purest expression. Existing in a state of constant Vipers rely upon a venomous bite to lay low their prey, but
torment, fiends find their pain lessened by inflicting suffering their more commonly encountered gigantic relatives prefer
upon others. Death offers no release for fiend or victim. A to simply swallow their prey whole. Sand Vipers more easily
shade eviscerated by a Slaughterer’s blade awakens to find escape from Duat, but unlike most fiends, they prefer to
their Trials continue. A mummy armed with relic weaponry remain below, breaching the surface only briefly to consume
slashes through hordes of minor fiends, but this gives only unfortunate shades. When called to the sunlit world, they
brief respite; the horrors’ destruction a mere inconvenience single-mindedly pursue a single target to drag down to the
to them. Bypassing the challenges instigated by fiends requires depths of Duat.
personal decisions — a battle of wits and riddles, the striking
of odious bargains, or pushing through a harrowing nightmare FETU — SOUL-GNAWERS
without faltering. Victory resides not in a lucky roll of the dice, Dwelling within the realms of the Pillar Trials, each Fetu
but in the choices made. resonates with the connected Pillar and is unable to cross
Fiends are incredibly diverse in form and capabilities — no any Gates without the shelter of an Arisen soul. These small
two are identical. The weakest cower in hidden corners of fiends seem cobbled together from fragments of different an-
Duat to avoid the attentions of their more potent brethren. imals, but the Arisen seldom see this form before it’s too late.
The greatest fiend, Ammut’s monstrous serpent, Apep, dreams These fiends take advantage of a mummy’s Trials, wrapping
of consuming the gods and even the Judges themselves. The themselves in the illusion of something pitiful — often a lost
clouded vagaries of memory render comprehensive classifica- loved one or an imperiled human soul. What they wait for is an
tion of fiends impossible, but flashbacks to the horrors of Duat invitation or offer of aid, exploiting any compassion a mummy
and fiendish intrusions into the sunlit world have allowed the might have to obtain it. When such an invitation is made, the
Arisen to recognize some of these horrid entities. fiend reveals its true form, forcing itself down the mummy’s

ANUKHU — MORTIFIERS
throat to bind to one of their Pillars. The mummy cannot rid
themselves of the parasite in Duat without intervention of
The Anukhu feast upon regret and self-loathing. In their Anpu or the Judges. Upon returning to the sunlit world, the
natural state, Mortifiers appear as shimmering hazes of noxious fiend is immediately shunted into the world by the mystical
gas, twisting into vague shapes to express themselves. Upon protections inherent to the mummy’s sahu. The Soul-Gnawer
encountering the Arisen, it takes the form of its intended vic- flees in search of humans to prey upon, targeting those favoring
tim, distorting their perceptions and clouding their memories their resonant Pillar. Breaking the bond requires the fiend be
until the mummy is unable to be certain which of them is the slain while the mummy’s resonant Pillar is depleted. So long
mummy and which the fiend, and which memories are true as the bond persists, the Soul-Gnawer is dragged to and from
and which the twisted fabrications of their foe. This direct Duat with every Descent.
assault upon the mummy’s memory overwhelms them with
remorse for sins never committed. The fiend generously offers KHETI — BROKEN FACES
absolution, but acceptance unleashes its plague upon the sunlit Broken Faces are among the most pitiable of fiends, and
world, binding it into an object until a mortal touches it. The among the most human. Each Kheti seems spliced together
Mortifier infects this host, spreading from person to person from two or more shades, often possessing a greenish tinge
like a highly contagious disease. Infected individuals find to their twisted flesh. Their minds are similar patchworks,
their memories bleeding into the memories of other victims, with each possessing a minimum of three identities. Two are
twisting their perceptions, leaving them questioning their very completely human, holding fractured memories of life in the
identities. As the Mortifier clouds memories and twists the sunlit world. Many of these are even helpful. There is no more
flesh of one to resemble another, the barriers between the self deception here than any human would offer, and a Broken
and the other crumble. Face swearing friendship often means it wholeheartedly. The

BEHENU — SAND VIPERS


trouble lies in their fiendish third identity. While the human
identities remain unaware of each other, the fiend is com-
These children of Apep pursue those denying their Trials pletely aware of their shared experiences and their fractured
by fleeing or lingering. The Behenu lurk mostly in the sandy identity. Filled with envy and bitterness at those blessed with a
reaches of outer Duat, rarely bursting forth into Neter-Khertet consistent identity, it wishes to tear away that stability, ripping

320 Chapter Seven: Creating Timeless Tales


Fiends in the Flesh
The natives of Duat sometimes escape into the sunlit Fiends have an Influence related to suffering, such
world, either through gates opened through bizarre as agony or sorrow, equal to their Rank. Fiends feed
astronomical conjunctions or the crafting of repre- on this aspect of suffering, regaining one Essence
sentations of the creatures. Their torment is muted per day when witnessing this suffering at work, or
outside of Duat, and mortals provide easy targets for a number of Essence per day equal to Rank if they
their attentions, easing their misery further. personally inflict it. Each acquired Essence requires a
different target. The presence of their Influence pro-
Fiends in Duat lack any form of mechanical traits, re- vides the Open Condition.
quiring creative narrative decisions to outmaneuver or
overpower. When they escape from Duat, fiends may Unhallowed Presence: Fiends do not belong
be confronted directly by the Arisen or foolhardy mor- outside of Duat, and where they linger for more
tals. Fiends encountered in the sunlit world function me- than an hour, the world itself suffers. In areas with
chanically like Amkhata, with the following differences: lingering fiends, the Unhallowed Ground Tilt applies.
Fiends are immune to this Tilt, but such areas provide
Fiends have Heads, Bodies, and Limbs appropriate the Open Condition for them. The Tilt remains active
to their appearance where applicable. The Essence in the area for the same amount of time the fiend has
total of these parts sets their minimum Rank at the lingered multiplied by the fiend’s Rank. Fiends suffer
lowest where the combination is possible. Attribute the mechanical drawbacks of Unhallowed Ground
dots are distributed accordingly. in areas with the Hallowed Ground Tilt.
Fiends have the Twilight Form and Idol Manifestations, Idol: By spending two Essence, the fiend instant-
as well as a number of additional Manifestations ly transports itself to a visual depiction of itself in
equal to their Rank. Fiends using the Possess the sunlit world. This depiction provides the Open
Manifestation may choose to leave the host con- Condition for the image or sculpture itself and its sur-
scious but helpless by spending one Essence. Fiends rounding area. The fiend may use Idol instead of the
automatically have the Fiendish Resilience Dread Fetter Manifestation, but only for the depiction itself.
Power, plus a combination of additional Dread
Powers or Numina equal to their Rank.

away memories and experiences to add to its own. It seeks slumber, nor may they hunt victims of their own. They must
completion, to be a whole being rather than a twisted horror abide by the rules governing their vigil, which often spare those
stitched together from the shards of other identities. Splicing successfully passing a Trial or exploiting loopholes. Those
new memories into itself never brings this completion, though, unprotected by such things find Guardian Fiends to be as
as each new fragment added brings merely another fractured brutal as any other fiend. While Guardian Fiends called to the
identity to join the others. On the rare occasions one reaches sunlit world must still stand guard over something, they often
the living world, they abduct people who seem comfortable in have more leeway in interpreting and enforcing their orders.
their own skin, tearing their minds apart with endless tortures
in an attempt to discern the secrets of integrity. MENHU — SLAUGHTERERS
MEKHARR — GUARDIAN FIENDS Of all the fiends, Slaughterers are the ones most familiar to
mummies. This is partly due to the cruelty and brutality they
Shackled to their duties, their lack of freedom eternally inflict upon their victims, but also because Menhu are among the
frustrates Guardian Fiends. Guardian Fiends are tasked with most aggressive in seeking escape from Duat. Their most notable
watching over something, often one of the Seven Gates, feature is a stone blade sharper than obsidian appearing just before
protecting it from all trespassers. Bearing the heads of scarabs they attack. One wields a great stone axe, while another has a
or other insects, the armored Mekharr must lie in wait for stone hook in place of a hand, but every Slaughterer has one.
someone to violate the sanctity of their charge before inflict- Slaughterers possess humanoid torsos and arms, but their heads
ing suffering upon them. Guardian Fiends do not naturally and lower bodies are invariably monstrous. Few see this form

Duat 321
before it’s too late, however. Slaughterers speak with voices echo- Descended feels crowded, echoes of murmuring unseen crowds
ing people prominent in the memories of their intended victims, or whispering voices emanating from all around.
and may choose to appear as the owner of the voice while using Passing this Trial requires only that the Descended reach
it. Many Slaughterers maintain the illusion by quietly humming the Second Gate, facing the eternal yet ever-shifting lands, and
as they stalk their prey or lie in wait. Slaughterers live for the their constant perils. Following the Nebtet westward brings the
moment when their blade sinks into a fresh victim, regardless of Descended into dangers, but these ordeals must be endured
whether the victim is a mummy or a forlorn soul. A Descended to reach the Second Gate. Beyond it, crafted from memories
mummy unable to overcome or escape a Slaughterer’s attacks unique to each mummy, the Pillar Trials await.
will have a Pillar point stripped from them in addition to the
other consequences for defeat in Duat. When unleashed upon THE SECOND GATE:
the mortal world, Slaughterers often rack up large body counts THE TRIALS OF HEART
before their banishment back to Duat.
Beyond the Second Gate, the Descended face echoes of
THE SEVEN GATES their passions. Memories of places where the Heart once sang
with delight, rage, or sorrow shape the land. The Trials of
Upon returning to henet, a mummy enters Neter-Khertet, Heart create emotional experiences for a mummy to endure.
but they cannot be distracted or hindered from their journey One faces a dire enemy, while another reunites with lovers
to Duat. They feel the inexorable pull of Duat, drawing them long lost. Some relive their most passionate moments, choos-
ever westward until they encounter a great river of blood. ing paths untaken or savoring forgotten moments. Passing
The Nebtet, formed from the tears of Sutek, flows towards the Trial requires one’s Heart to sing once more, embracing
the western mountain, Manu, where the river falls through it without drowning in its song.
an akhet into Duat, flowing through the realm like the Nile.
Guardian Fiends protect this Gate against any entry, slashing THE THIRD GATE:
at the steady flow of shades descending into Duat. They take THE TRIALS OF SPIRIT
a special interest in the Arisen, but calling upon Anpu brings
the Keeper of the Way to permit them peaceful entrance to Beyond the Third Gate, the Descended must prove their
the realm below. mettle. Memories of places where the Spirit was tested and
forged shape the land. Through endless battlefields, blazing
THE FIRST GATE: fires, and roaring storms, the greatest challenges the mummy
THE OUTER REALMS faced return to haunt them. This gives some a chance to
succeed where once they failed, while others must confront
Beyond the First Gate, the Descended beholds a desert of the consequences of their victories. One cannot hide, for
red and black sand and the endless chasms of outer Duat. While cowardice brings only death. One who would pass the Trial
the Arisen do not recall their time in Duat, the horrors of it must be bold, but never reckless.
haunting their dreams most frequently are found within the out-
er realms. Here, one finds great cities of fiends, eternally seeking THE FOURTH GATE:
to lure the unwary into their lairs with familiar voices and THE TRIALS OF ESSENCE
whispers of temptation. Here, one finds Khast, the legendary
Lake of Fire. Oases of blood, surrounded by poisonous flowers, Beyond the Fourth Gate, the Descended must withstand
call one to rest for a time. A thousand perils and more await incessant hardship. Memories of places persisting from one
in this hellish land, and beauty is but an enticement to tarry life to another shape the land. Timeless oceans and blistering
long enough for the fiends to find the unfortunate once more. deserts join with gauntlets of cruel fiends to turn the mummy
from their destination. Some find themselves endlessly set upon
The Descended must walk through this grim desert,
by foes or echoes of torments once endured. Others face mo-
following the path of the twinkling stars in the sunless sky.
ments from the living world where their resolve once wavered.
The Descended is not alone. Fiends of all sorts dwell here,
Shunning both arrogance and despair, one must endure the
waiting to torment any weaker than themselves to ease their
torments to pass the Trial.
own suffering for a time. The shades, descended from Neter-
Khertet, seem human here, every bit like a person who once
lived, but they must also endure the torments of Duat or hide
THE FIFTH GATE:
in places of perceived safety. Some of these offer friendship or THE TRIALS OF NAME
aid, others standing as foes against any encroachment upon Beyond the Fifth Gate, the Descended tests the keenness
their shelters. Even when walking alone, there are times the of their mind and their self knowledge. Memories of places

322 Chapter Seven: Creating Timeless Tales


visited and geography seen only in the mind’s eye shape this lapis lazuli leads to a city of black stone, where endless dwellings
land. Some mummies must decipher riddles or reveal their house peaceful shades and tranquil fiends. The road leads to a
knowledge to impress guardians with their cleverness or ed- great square, known as the Place of Slaughter, overlooked by Azar’s
ucation. Others must craft elaborate deceptions to mislead great throne. The Pharaoh of Duat holds no audience with the
others into taking a desired course of action. Passing the Trial Descended, sparing them the madness certain to arise from their
requires one to demonstrate knowledge and cunning, but unworthy ears hearing his sacred voice. Shezmu, Winemaker of
never proclaim knowledge unknown. the Gods, stands ready to crush unworthy souls into wine for the
pleasure of the Judges and the Gods. While other gods dwell here
THE SIXTH GATE: as well, Anpu and the Judges hold interest in the Arisen. The very
THE TRIALS OF SHADOW sight of the Judges drives madness into the souls of their servants,
preventing the Arisen from looking upon them directly.
Beyond the Sixth Gate, the Descended must demonstrate
their wisdom and insight into occult practices. Memories of for- The Judge of the Descended gazes upon them, cruelly
gotten things, secret places, and sacred ground shape the land. lashing them with past failures and blasphemies, judging their
Some mummies are called to enact sacred rites or the crafts of worthiness. The loyal servant is rewarded with continued
their guild. Others must defeat powerful fiends, or deal with un- service, while the truly worthy may be granted freedom from
worthy shades trapped within the Trials, binding them or helping their Curse and starry A’aru. Those unable to prove any
them to escape from their prison. With resolve and humility, one worthiness face oblivion. To pass this Trial, one must endure
must bear the torch of their wisdom to pass the Trial. the torments and accusations of their Judge, holding true to
their decree and will to justify their existence, lest their Judge
THE SEVENTH GATE: cast their unworthy servant to the Devourer. With judgment
THE CITY OF BLACK SPINES fulfilled, Anpu offers the Descended a cool drink, permitting
a brief rest before their inevitable return to the sunlit world.
Beyond the Seventh Gate lies the City of Black Spines, where
the Descended face the Trial of Judgment. A road of bronze and

Duat 323
THE TRIALS OF DUAT from their Curse. This is not a Trial in its own right, but the
consequences are dire. While she often wears a pleasing form,
Any being entering Duat must endure the Trials, but only the Devourer doesn’t conceal her identity. She offers whatever
the Arisen receive any guarantee of returning to the sunlit she thinks will tempt the character to give themselves to her.
world after. Other entities return only through the good graces This may be the full return of memory or an offer to end all
of Anpu, the Judges, or the Devourer, and none help without suffering. Any swearing themselves to the Devourer likely
strings attached. Attempts to avoid the Trials only delay the arise as Shuankhsen.
inevitable, as the changeable eternal geography of Duat twists Upon completion of the Pillar Trials, the mummy passes
back upon itself, bringing only greater torment. Through their through the Seventh Gate into the City of Black Spines,
efforts to avoid the Trials, a character often discovers they where their Judge awaits them — a role the Storyteller should
have been enduring them all along. play. The mummy needs to justify their actions, both during
Every player gets a chance to be the Storyteller during the the Trials and their last Descent. The Judge then determines
Trials of Duat, as each player poses a Trial for the mummy to whether they’re worthy to resolve their Curse. Almost invari-
endure. The Trials can last as long as a group wishes. Each ably, the mummy is not, as the Judges are loath to lose useful
Gate might indicate the beginning of a new scene with a single servants. Any relics carried must now be surrendered.
brief Trial, or a new story with a particularly involved Trial Once the Judge gives their verdict, the mummy’s free
or multiple Trials. An entire chronicle could be run within to wander the City of Black Spines to their heart’s content,
the depths of Duat, if every player is amenable. The player although most wish only to rest by this point, and their next
responsible for creating the Trial runs the scenes, and acts as Descent cannot begin until they have done so. Anpu offers
the final arbiter of whether the mummy passes the Trial or not. the weary mummy a cup of cool liquid to quench their thirst.
Other players and the Storyteller offer input while creating The drink is optional. Consuming the liquid gifts an additional
the Trial and control characters involved with it. dot of Sekhem for when the mummy wakes (up to a starting
The Trials are intended to be an intimate and sacred experi- number of 10), but causes an Absence Breaking Point relating
ence for each mummy. At their core, each Trial should threaten to Memory (see p. 161), and the memories of their journey
to destroy the mummy, physically, mentally, or emotionally. The through Duat vanish. Refusing allows the mummy to avoid
Trials of Duat should be extremely traumatic for the mummy the Absence Breaking Point and they retain splinters of rec-
enduring them (not the mummy’s player). Each Trial is a single ollection that may end up as sarcophagus text during a future
narrative scene, and should be resolved through the character’s period of waking. Weariness overtakes the mummy, as they
choices. Neither the mummy nor their foes possess character settle down into a sarcophagus for a brief respite, sleeping
traits within Duat, so the character’s intent is very important. dreamlessly until they’re called to the sunlit world. Any ben-
Any actions the character takes should succeed, with success efits or penalties settle onto the character upon awakening.
or failure in the Trial depending on choosing the right course of Mummies incarnating into the body of a cultist also gain the
action rather than luck. Each should give the mummy a chance Memory Bleed Condition.
to develop as a character, learning more about themselves from
their success or failure. At the discretion of the player running BENEFITS
a given Trial, the mummy may gain a benefit for exceptional
Benefits reflect blessings from Anpu, the Judges, or the
performance or catharsis.
Trials of Duat, which enhance the mummy’s experiences in
The mummy may benefit from suitable Affinities and their next Descent. Benefits are chosen by the Storyteller,
Utterances, paying any costs immediately upon rising. They with input from the players based upon the events of Duat.
may also freely use any relics they carry with them, gaining The player may choose to sacrifice a benefit to cancel a pen-
the benefits of wielding them without the drawbacks of their alty. The mummy earns a benefit for passing their first Trial
curses. Any curses instead settle into objects within the mum- successfully, and another if all Trials are passed successfully.
my’s tomb or in close proximity to their remains, affecting the Offering one or more relics to their Judge earns another. The
first valid individual to touch the object. Relics may also be Judge may grant another benefit if they are pleased by the
used to bribe the Guardian Fiends at the Gates. Such bribery mummy’s behavior.
allows a mummy to bypass a Trial. While this doesn’t count
• Anamnesis: Visions of other Descents inundate the
as passing the Trial, it doesn’t impose a penalty.
mummy, bestowing a dot of Memory or the Echoes of
One inevitable event during the Trials is the offer of Descent Condition.
Ammut. She, or one of her underlings, such as Apep, always
approaches the Descended at some point to offer an escape • Blessed Life: Your character’s Sekhem is blessed. The
mummy receives the Auspicious Descent Condition.

324 Chapter Seven: Creating Timeless Tales


But I Don’t Want to Torment My Friend!
Some players may not feel comfortable designing Trials for a mummy to endure or playing a role in said
Trials, leaving the Storyteller to handle these details. While this can be done in a private session between the
player and the Storyteller, some players may still wish to be included. Here are some optional approaches
to including other players in the Trials:
• Aspect of the Shabti: In this approach, other characters bring representations of themselves in the
form of carved shabti statues to the Lifeweb of the character in henet, spending a point of their defining
Pillar while meditating on their relationship with the slumbering character. The shabtis vanish into Duat,
where aspects of the characters appear to accompany the Descended on their journey. While these are
not truly the characters themselves, they are able to interact with the Descended as though they were,
acting as additional bodies for actions related to their defining Pillars, wielding relics or offering encour-
agement and advice.
• Henet Pact: When you’re part of a meret, you’re never alone. The characters journey through Duat
together, facing the torments and challenges united. All of the characters find themselves challenged,
but they may assist each other in these challenges, or even complete them for each other. Completing
the challenge of another successfully gains neither character a benefit or penalty at the conclusion of the
Trials. Henet pacts make the journey somewhat safer, but also require all characters to enter henet before
they can begin.
• Loyal Service: Sadikh, Inheritors, or Witnesses may be entombed in specially prepared chambers
within the mummy's tomb, allowing them to accompany the Descended through the Trials. While they are
tested as well, they do not acquire benefits or penalties. The mummy may choose to use one of their own
benefits to bring their servant back with them if the servant passed their Trials. If the servant fails the Trials,
a penalty may still bring them back, albeit bound to a fiend.
• Skip It: Some may not want to subject their players to the stress of the Trials, or they may wish to keep
the events occurring in Duat a secret from the players as well as the characters. Storytellers wishing to
avoid dealing with the Trials entirely are free to fade to black for them. If the benefits and penalties are
still desired, have the Descended’s player roll each Pillar in turn, treating each successful roll as a passed
Trial and each failed roll as a failed Trial. Use the defining Pillar for the first and last gates, and give a
benefit for offering Relics as usual.

• Moment of Destiny: The mummy receives a vision • Shifting Stones: The mummy’s tomb subtly alters
reflecting future glory, gaining the Driven Condition. itself to promote the flow of Sekhem, bestowing the
Geometric Alignment Condition.
• Omens: The character gains insight into the events
of their future. The character benefits from a Sybaritic
Omen, usable at any time during their next Descent. PENALTIES
• Reinforced Pillars: The mummy’s Pillars are strength- Failed Trials cannot destroy a mummy or prevent them
ened from their Trials. The mummy gains the from beginning a new Descent, but they can make things
Luminous Pillars Condition. more difficult for them. Penalties reflect complications for
the mummy’s next Descent, and are chosen by the player.
• Sanctified Ground: The mummy’s tomb is purified The mummy suffers a penalty for failing a Trial, and another
upon their awakening, gaining the Hallowed Ground if all Trials are failed. Dying in Duat inflicts another. The
Tilt until it is desecrated or the mummy returns to displeasure of the Judge may impose another.
henet.

Duat 325
Escaping the Cycle
The Curse is not something easily shed. While a mum- which may be increased like any other Pillar. By
my is judged after each Descent, the game is rigged spending a point of Akhu, the mummy increases
against them, and the mummy is unlikely to ever be their effective Sekhem by their Akhu rating for
deemed worthy of escaping their Curse. Without a number of turns equal to their defining Pillar.
something extraordinary occurring, the mummy is Points in the Akhu Pillar may only be regained
doomed to return to Duat time and again, never to when all other Pillars are fully replenished. By
enjoy the blessed fields of starry A’aru. There are meditating, the Amakhu and one of their Judge’s
several hypothetical ways to break the usual cycle other Arisen may share senses. This is always the
of Duat: same mummy, chosen by the Judge when be-
stowing the akhu — and either may initiate the
• Abandonment: The Judges loathe losing a link. The Judge chooses Affinities to bestow upon
useful servant, but they may willingly part with their champion for this Pillar. The Judge may be-
a mediocre one. This is a difficult path to walk, stow new missions upon their champion at any
as one must prove useless enough to abandon time, imposing the Penance penalty. Flaunting
without enraging the Judge enough to destroy the Judge’s will is not tolerated. Descent rolls trig-
them. This involves suffering constant penalties gered by increasing Memory or acting against
from displeasing the Judges, resulting in a series the Judges gain bonus dice equal to the mum-
of miserable Descents. The mummy would also my’s Akhu rating. Upon returning to henet, the
need to do something that pleased their Judge Amakhu must endure the Trials, but they are con-
enough to spare them without giving them a sec- sidered to have passed regardless of outcome
ond chance. Abandoned mummies, or Nehu, due to their Judge’s favor. A Judge pleased with
labor under the Curse of the Arisen, but are un- their champion’s performance likely grants fur-
able to regain Sekhem without consuming relics, ther benefits, while a displeased Judge is certain
and are barred from Duat upon entering henet. to rip the akhu away from an offending mummy.
Instead, they drift aimlessly within Neter-Khertet
until their cult or Fate assigns them a purpose. • Secret Names: Uncovering the True Name of
Barring extraordinary circumstances, Nehu their Judge or Anpu may allow a mummy to es-
arise at Sekhem 1. cape the normal cycle of Duat. Learning the True
Name of their Judge allows the Arisen to de-
• Apotheosis: Achieving Apotheosis reputedly mand their freedom in exchange for the Name,
draws the mummy’s True Name away from the or other services at the Storyteller’s discretion.
Judges. These mummies experience a death Learning the True Name of Anpu allows the
cycle instead of Duat during henet, arising at mummy to shift their allegiance from the Judges
Sekhem 1 if they awaken. to Anpu, who would now be free to help his new
• Reward: Earning true release is hypothetically servant however he wishes.
possible, but in practice the Judges never re- • Usurpation: Overthrowing one’s Judge and
lease useful servants. A worthy servant is more taking their place would be the subject of an
likely rewarded with greater power and respon- entire chronicle in its own right. Success at the
sibilities. At the Storyteller’s discretion, a Judge endeavor, considering the Judges’ vast power,
pleased by prolonged terms of faithful and ef- is nigh impossible. Success would trap the mum-
fective service may rarely bestow an akhu, a di- my in the Judge’s role, bestowing both servants
vine soul, upon their favored servant. The result- and duties upon them.
ing Amakhu gains a sixth Pillar, Akhu, at 1 dot,

• Amnesia: Your character’s memory is impaired by multiple times lowers the character’s Memory by one
the Trials more than usual. The character suffers the each time or bestows the Forgotten Skill Condition.
Amnesia Condition or False Memories Condition
• Damaged Pillar: One aspect of the character’s soul
(your choice) upon awakening. Selecting this penalty
has been horribly damaged. The character gains the

326 Chapter Seven: Creating Timeless Tales


No Time Police for Me, Thank You
Mummies are timeless, unique creatures made from magic that never should have been and broke the world.
Through this, the Arisen have a relationship with time that differs from that of every other creature. This section
explores high concepts underpinning Deathless existence and reality within the Chronicles of Darkness. It
gives descriptions for parallel time streams, endlessly repeating cycles, and areas that run faster or slower
than normal, and tools for characters to take advantage of them. Here, players have the opportunity to
explore the depths of what ‘timelessness’ can mean.
This aspect may not be for every group, especially those with mortals, other immortals, or other supernatural
creatures who aren’t mummies. These other beings are mostly blissfully ignorant of the totality of Deathless
existence, even if they work alongside a meret. Mummies themselves are often ignorant of the temporal truths
behind their lives. They arise, they seek Sekhem, they Descend, mostly unaware of why or how time works
differently for them. When you’re a magical immortal being from a sorcerous kingdom before recorded
history, you stop questioning many things and simply accept.
Nothing will break if you do not use the options presented here at your table. The Arisen still live their lives out
of order, but at your table that just means you get to run whatever period you want each time the mummies
awaken. Ultimately, the purpose of any game is to have fun; only use what makes it fun for you.

Damaged Pillar Condition for one of their Pillars, which nature, separating the shifting sands from the limitations of
is never their defining Pillar. a world bound by finite time. Sekhem bound to the souls of
the Deathless established their immutability. None but the
• Fiend Haunted: Echoes of Duat follow you to the
Judges can permanently alter the Arisen, and even they face
sunlit world, inflicting the Ominous Condition. This
limitations.
Condition is linked to a fiend loose in the sunlit world,
and cannot be resolved until it is banished back to Duat. The Rite of Return also forced a different state on their
unending servants, who must walk in the world to secure
• Fleeting Sekhem: Your character’s Sekhem is all Sekhem across every time for their masters. Inside each
weakened. They begin their next Descent with the mummy exists this irresolvable paradox: they exist as in-
Precipitous Descent Condition. evitable points within time while ever-subject to its chaos.
• Penance: Your character gains a specific mission from Understanding the Deathless requires examining time’s nature
their Judge. The character begins their new Descent and how it interacts with the mummies.
with the Obsession Condition related to this mission,
but working towards this mission doesn’t count as ADRIFT IN ENDLESS WATERS
denying the primary purpose of their current Descent. Non-Arisen scientists and philosophers sometimes de-
• Tempted: The Devourer’s words echo within, inflicting scribe time as river, with its waters forever flowing from past
the Devouring Urge Condition. to future. They say each decision makes a potential branching
point where the waters can follow one stream or another,

STORYTELLING endlessly branching as the future unfolds. Others suggest that


time’s inevitable momentum ignores most change points and
TIMELESSNESS continues its flow in a single direction until encountering a
temporally significant event, from which the river may branch

T he origins of the Arisen’s curse of timelessness comes


from the same source as the curse of their fractured
Memory — the Rite of Return. The great magic performed
to follow the different outcomes. Still other wise people be-
lieve that time follows its path regardless of the choices made
by lesser beings, and that those choices were inevitabilities
by the Shan’iatu broke the world but served the Judges well. regardless of any illusion of free will. Regardless of how these
The Rite drew upon — or created — Duat’s own timeless theories visualize the future, they know the past is unchanging,

Storytelling Timelessness 327


and even if interference was possible, it would result in further
branching and potentially disastrous paradoxes that could
destroy the world as we know it.
Mages and other mystical beings with access to magic Mummies and Paradox
influencing and controlling time quickly abandon the river As creatures of the grand ocean of all time,
metaphor, preferring to take the still imperfect description spread across its breadth and depth, simultane-
of Time as a spinning wheel that gathers strands of unspun ously existing everywhen and nowhen, mummies
temporal material and weaves them into a tight thread. To are immune to temporal paradoxes that may trou-
these individuals, the future is unwritten and ever-changing. ble lesser beings.
They can use their magic to see possible futures, but these Some speculate that this is because everything
are only potentialities that can be changed until they come and every possibility is already in the Arisen’s
to pass. Though the past is bound within the thread, they past. Others say that the Deathless are more real
can magically separate the strands and alter what occurred. than everything except the Judges and Duat, and
Changing the past this way isn’t simple, as the weight of history the shadows of lesser beings can’t trouble their
resists alteration as much as it can, but mages with enough progress. Ultimately, regardless of why, mummies
power can achieve such effects anyway. act and time adjusts. They can kill the parents
of someone they despise in a later time but that
THE CHURNING MAELSTROM doesn’t change the fact that they grew to hate that
person in the other period. They’re unlikely to re-
The Deathless have a far less gentle experience. To them, turn to that time to discover whether their actions
time isn’t a flowing river but a deep ocean of violently turbulent had an effect, and if they remember to research
waters, dragging those within it beneath the surface with irre- him in future Descents in some he’ll exist and oth-
sistible force and tossing them every which way in the chaotic ers he won’t.
darkness. The undying victims of these rips and currents occa- In short, this may be a mystery that infuriates
sionally manage to reach the surface to take a too-brief breath other creatures, but mummies don’t have all the
before inevitably disappearing once again into the mysterious answers, don’t have the luxury of spending their
depths. When the Arisen speak of time at all, they personify it time musing on the nature of existence, and the
with the ancient Egyptian god, Osiris, who Irem once knew as Judges don’t care. Duat is even more timeless
Azar, the divine patron of the Nameless Empire. Though Azar and disconnected from reality than the Arisen
and the other gods were secondary to the Judges, they still held themselves.
power and influence. As well as watching over Irem, Azar was
god of water, fertility and cycles. As Osiris, he was torn asun-
der and scattered by his jealous brother, who commanded the
desert and storms and wanted to usurp Osiris’ power. Despite rocks marking the point that it all ends. From the moment
the destruction, Osiris resurrected upon his reconstruction and where the magic of the Rite of Return broke the world and
took the domains of resurrection and afterlife for his own. To divorced the Deathless from the natural cycle, every mummy
the Deathless — who serve the jealous, spiteful Judges in their immediately existed across all of time, beneath the surface
desert kingdom prison — the tale holds many truths to their in the timelessness of Duat and throughout history making
experience. They see a more powerful hand at work in their ripples of their own.
existences and wonder if the old gods of Irem have their own By this reckoning, every waking moment of each Arisen is
interests, and how those intersect with that of Duat. already mandated and done. That each individual has yet to
Other creatures move at the surface of the maelstrom, their experience it is irrelevant to the churning maelstrom. This is
footsteps splashing ripples at the unremarkable beginning of the singular fate of every Deathless, an inescapable truth. Yet
their journey until they vanish from the ocean at their unex- the waves each mummy makes in these waking moments ripple
ceptional end. Even great immortals who view their existences outward for an eternity, overlapping with each other, echoing
as analogous with mummies make only slightly larger, more with their own footsteps from other periods, and building or
sustained waves before they too fade. silencing the motions other creatures make on time.
Unlike everything else treading time’s surface, or even the Those musing on temporal theories talk of time splinters,
strange, alien creatures that inhabit the darkness below, each parallel paths, or alternate realities, which mummies view as
Arisen has been flung the length and breadth of the ocean, currents in Osiris’ ocean. These different flows occur naturally
from the sands of the shore where it all began to the cliff-face with remarkable frequency in time’s vast ocean, but can also be

328 Chapter Seven: Creating Timeless Tales


the products of deliberate artifice by those who know enough children Anchors, who eagerly awaited their arrival. Longer-
about time’s workings. Even those with a different view and lasting flows tend to have more than one Anchor as the
paradigm can alter the temporal flows if they have magic or weight of history reinforces the alternative time, giving itself
other power to do so. Regardless of origins, differing time power within time’s ocean. If an alternative current becomes
currents are never completely divorced from one another. sufficiently weighted with Anchors it could even threaten to
They always swirl around and through each other though overwhelm and subsume the primary time streams within it.
few creatures can detect them. They can leave vague sensory
impressions, confusion and mirages as they move through one EYES OF THE STORM
another and influence the different instances of everyone Throughout time’s grand ocean of divergent currents,
within each current. swirling waters and strange tides, the Deathless exist as points
Differing flows don’t necessarily affect the entire world of calm certainty, though individual mummies may believe their
at once. Some do, and changes within an alternative time existences are anything but. The Rite of Return shattered the
stream may be wholly different to what we would consider the world and rebuilt it around the chosen few as a never-ending
norm, such as the global geopolitical landscape being entirely paradox. Though each Deathless always exists across the
different if the Axis powers won the Second World War, or lengths of time, they are also definite points firmly established
the entire ecosystem changing if a key species had never died in their cycles of death and awakening. They are the greatest
out. Such dramatically different realities are rare, and differing snarls in past, present, and future, experiencing their lives out
times are more likely to have a local or regional effect with the of order, but they are also calming points that smooth out the
world around them being oblivious to the differences. Urban ripples of disruption on a cosmic scale. When mummies walk,
legends of small towns or valleys that seem stuck in decades time returns to its established path. Where the Deathless rise,
past are commonplace, as are those where people live with events become more certain and harder to shift. What the
revolutionary technologies beyond what should be possible. Arisen care about becomes weighted in historical significance.
These tangles of time exist alongside but apart from the main Whatever the Anchor in a divergent time period, mum-
currents but non-mummies rarely stumble across these areas mies can work to identify, understand, and resolve it and
and they remain in the realm of stories and myth. return the strange flow to the primary waters. The form of this
As all of time is part of the ocean, no time periods, resolution varies depending on the Anchor and the current,
alternative histories, or unlikely futures are off limits to and can be as simple as ending a life, but often requires more
Deathless, whether awoken by cult or fortune. Similarly, none effort to achieve. Alternatively, Arisen have the power to work
of time’s peculiarities permanently limit the Deathless con- to strengthen these time variations, protecting the Anchors
dition. Sekhem still depletes even in recalcitrant time loops. and encouraging the development of more. In this way, they
Mummies still function where time moves faster or slower can look to rewrite the future, but they only have a limited
than normal progression. Alternative histories that never were period to achieve these goals. Sekhem continues to drain
or futures that can never be cannot stop the presence of the no matter how local time works. Eventually, the Deathless
Arisen even if that particular timeline never allowed for the completes her Descent and departs the alternative current
possibility of their existence. to return to Duat.

ANCHORS IN THE WATERS DIFFERENT FLOWS


Every type of divergent time current has at least one The most common peculiarities to time’s flow are outlined
Anchor that drags the flow away from the main stream. This below. None exist as isolated events, merely being part of
Anchor could be a person, event, location, or almost anything time’s vast ocean. Though the waters sometimes run faster,
within the current, and is usually involved — unaware — in slower, or in different directions to the rest of the ocean,
the point where the current diverted. A woman who chose they’re all linked and affect one another, as the ripples and
to catch a train instead of a cab could be the Anchor for forces of one inevitably brush against those alongside it.
one divergent current, while a man who can’t move on from Similarly, though people, other creatures, and objects are
the death of his husband may be the Anchor of an endlessly usually singular entities within time, nearly everyone always
repeating whirlpool. An example of an Anchor dragging time exists as a variable and possibly infinite number of versions
into a slow eddy could be a beloved building scheduled for across different time streams, all coexisting and constantly
demolition, where the residents refuse to accept its fate. Or splitting, rejoining and diverging again. This has no ill effect
Anchors for accelerated time rips frequently occur around on individuals and is one cause for the baseline uncertainty
holidays and vacations, which always rush by so fast for the that plagues much of humanity.

Storytelling Timelessness 329


Feeling the Flow and Timeless Conditions
At the moment they underwent the Rite of Return, this roll even when in a normal time current. Though
each mummy became an avatar of timelessness. As this can confirm the normal flow of time they don’t
outsiders looking in, Deathless can sense when time gain Timeless Conditions as a result.
moves differently. Arisen can use different time flows
to their advantage, gaining appropriate Timeless Success: The Arisen knows what kind of alternate
Conditions (detailed in the Appendix, starting on p. time flow she is within, but doesn’t feel sufficient af-
346). Certain types of timestream have their own finity to directly influence it. She may spend a point
Condition, whereas others can apply across a va- of Sekhem to upgrade this success to an exceptional
riety of currents. Applying appropriate Timeless success and gain the relevant Timeless Condition.
Conditions is one way of rewarding characters gain- Exceptional Success: The character’s Pillars reso-
ing exceptional success on rolls while near, expe- nate strongly against the altered time flow. She gains
riencing, or interacting with time’s variations. While the relevant Timeless Condition and possesses the
the Deathless are attuned to these, the Storyteller can ability to manipulate local time to her advantage.
decide that awarding such Conditions is appropriate
for other characters as well. Failure: The Arisen knows that time moves different-
ly, but she doesn’t know how. She may change this
A mummy can try to ‘Feel the Flow’ to see if she to a dramatic failure and take a Beat.
senses that she is in an alternative timestream. This
requires an instant action and rolling her Defining Dramatic Failure: The character can’t feel any
Pillar + the Pillar in which she has the fewest dots, differences to time and is simply another swimmer
comparing the result as below. Arisen can attempt caught in its currents.

Currents: What other time models may call splinters, instances of keys, jewelry, or other personal items not being
forks, or parallel universes the Arisen know as different in the usual place, and historical records frequently contradict
currents in the ocean. All of time moves with their currents, one another or remain vague on details of precisely who was
and most move from past to future. Within the ocean there responsible for outcomes.
is no one correct current, though some have a greater weight Eddies: Strong or fast currents sometimes leave eddies in
of history behind them. Alternative currents move away their wake. These swirling, meandering pockets of time move
from the main flows constantly, randomly following the more slowly than the surrounding waters. Time within an eddy
ramifications of a decision taken differently or an uncertainty moves in pace with itself, leaving the inhabitants unaware of
collapsing towards a different outcome. Sometimes these cur- the different pace of the world and having little to compare it
rents endure for years or even centuries, but most often they to. Though they move more slowly than the main flows around
succumb to the greater impetus of the larger flows and drift them, eddies usually resolve much like alternative currents
back to rejoin their turbulent waters. A separate current may through assimilation into a time stream with a greater weight
experience radically different choices with distinct outcomes, of history behind it. When eddies rejoin the main flows, the
but these differences usually fade as the momentum of the people within may feel that the world somehow moves along
more powerful stream overwhelms the inertia of the lesser faster than they can grasp, and that technology and society
current. Those living within the currents rarely notice any changes so quickly.
difference beyond feelings of déjà vu or dreamlike memories.
Mirages: The adage that history repeats itself is somewhat
Minor and quickly resolved shifts in the currents can result
true. Fate moves in cycles and events with temporal similarity
in small changes like a person misremembering where he left
resonate with their past and future alignments. Strong ex-
his wallet or keys, whereas larger alterations may lead to that
pressions of this resonance can overlay sensory impressions
person — or many people — being unable to find a location
of other times on people, structures, or events in the present,
they know well and have visited many times before. Most are
creating a mirage of other times. Temporal mirages are more
inevitably explained away or forgotten as human memory and
than just false sights, sounds and smells, and those willing to
flawed history adjust to cope with the differences. After all,
take the chance can try to focus on the alternative views to
people forget things all the time, everyone has at least a few

330 Chapter Seven: Creating Timeless Tales


live out those versions of events and try to gain insight into when centered on an Anchor in an intense emotional state.
the workings of their own and other times. Such whirlpools may start when the individual and her lover
Rips: The opposite of eddies, rips drag time along faster enter their vehicle and suddenly return to the beginning just
than everything around them. These direct currents are as before another distracted driver smashes into the side of the car,
self-contained as other flows and tend to rejoin the more killing the loved one in an act of random change. Whirlpools
historically weighted time streams as their Anchors lose like these are short and brutish and allow little opportunity to
importance or distinctive potential. People within rips don’t resolve them. Most whirlpools run their course over a reason-
consciously experience the difference but often have a sense able length of time — 24 hours or a few days, perhaps a month.
of the rest of the world lacking energy and vigor. Everyone Those with the greatest unresolved historical weight can run
else seems stuck in the past and unwilling to move on, even years but are rare. Even the Deathless must ‘reset’ when the
though both may find themselves at the same point when the whirlpool begins its course again, but certain absolutes can’t be
time swirl completes. cheated even within the loop. The mummy’s Sekhem continues
to deplete as time stretches on and doesn’t increase with the
Whirlpools: More unusual than rips and eddies, time within
restarting of events, and relics or other containers of Sekhem
whirlpools loops back on itself to repeat the same events end-
can’t be harvested more than once — the physical form of the
lessly. Most whirlpools have a natural transition point of similar
relic returns for the Arisen to find again, but it is lifeless and
environment where the most advanced moment links to the
inert once harvested.
loop’s beginning without drawing undue attention to itself. The
darkest hours of the night or the middle of thunderous storms
or snow-filled blizzards that occupy the first and last moments STILL, CALM WATERS
are common transitions, where time’s passage loses clarity even Though the ocean of time is a vast, chaotic pool of inter-
outside whirlpools. Rarer whirlpools are less subtle, simply jump- weaving and swirling currents moving in different speeds and
ing from one point in time to another. These are more common directions, not every moment is so unpredictable. Each Sothic

Storytelling Timelessness 331


taste the warmth of Sekhem directly, almost to the point of
taking it for themselves. At the turning of the wheel, the
Judges hunger for life and all mummies rise to feed their alien
Mummies and appetites. In these shallow times, the Arisen walk without
Awakened Magic clear purpose and dictate their own fates as much as they ever
can. Though they have rare surcease from the demands of the
For those with Mage: The Awakening, at- Judges, this may not be true freedom. Indeed, the choices and
tempts to use the Fate or Time Arcana magic on actions of Deathless in these times are perhaps all that pre-
an Arisen, except Knowing or Unveiling Practices, vents starving gods breaking free of their self-imposed prison
automatically fail. Mages have no innate aware- kingdom to bring apocalypse as they feast upon the world.
ness of this and still compile and roll their dice Time’s stillness in the Sothic Turn never fully departs the
pool, but gain no effect for disallowed Practices
regardless of the number of successes achieved. Arisen as they are Duat’s servants. Other beings with the
Additionally, the spellcaster automatically incurs ability to sense temporal flows feel the permanence of the
Paradox dice equal to the highest Fate or Time Deathless and their resistance to change outside their own fates.
Arcana used, even with permitted Practices. If These creatures feel the horror of the Rite of Return tearing
the Paradox dice pool achieves success (or ex- world-defining paradox on each of the Arisen, the shattering of
ceptional success), the caster suffers the Abyssal time’s grasp and the ever-clutching maelstrom that rules their
Backlash Condition as the Judges in Duat take existences. The bonds of time and fate upon the Deathless are
notice of the mage’s meddling, as if they were an as alien as the gods they serve and antithetical to powers lesser
Annunaki in the Abyss. Similarly, magic affecting than those that broke the world. Common sense would be to
the Arisen’s Memory also automatically fails, but flee or at least avoid angering these old gods, but the lure of
such spells don’t invoke additional Paradox or power and mystery is too much for some. To fate and time, the
incur a backlash unless they also incorporate the
Fate or Time Arcana. moment each Arisen survived the Shan’iatu’s magic she lived
out her entire existence in a moment, spreading across all of
Whether time or fate manipulating powers of time until she reached its inevitable end. The fact that indi-
other creatures work against the Arisen depends vidual mummies haven’t yet experienced all time is a paradox
on the source of those powers. Those trying to as irrelevant as any other to the Rite of Return.
modify the mummy’s anchored existence through
rules not imposed by the Rite of Return — such as
the conceptual bargains changeling draw upon TALES THROUGH THE
with their Contracts or pledges — inevitably fail.
However, the powers of those working within the
rules — such as demons, even though they under-
SANDGLASS
stand the nuances of such rules in far greater de-
tail than other beings — work as normal against M ummy: The Curse is a Storytelling game of incredible
breadth and depth. The Deathless spawn from a time before
time and assume that as long as Sekhem remains in the world
the Deathless.
it is their duty and curse to arise again for their Judge’s pleasure.
If in doubt, the Storyteller should call for a Clash Mummies live and die through impossible realms divorced from
of Wills (p.132) and see whose reality triumphs.
logical reality and endure countless hardships on their journeys
to satisfy the never-ending hunger of ancient gods.
The Arisen’s timeless nature gives access to everything
that happened in history — and everything that never hap-
Turn is a moment of silence within time, a great certainty where pened, except in lost splinters and closed loops. The Storyteller
the ocean calms and the primary currents flow in a single direc- has more than a world to play with; she has the entirety of
tion. Here, the waters grow shallow, pushing every Deathless humanity at her fingertips. Nor does this only apply to the
to the surface to wakefulness. At the Sothic Turn, so many mummies themselves. Everywhere in the living world that
weaker currents fade and return to the main streams, currents the Deathless walk, their servants, cults, and other immortals
of different speeds and directions alter to match the weight of are never far behind. These other denizens don’t follow the
history all around them. Some of the more powerful streams same chaotically timeless paths as mummies, but many endless
persist, but overall the ocean shrinks at these points of history. immortals endure the ceaseless turning of day into night and
Blasphemous Deathless suggest that the Sothic Turn is back again for the times where they once again meet their
when Duat grows closer to the living world and the Judges timeless friends or foes.

332 Chapter Seven: Creating Timeless Tales


Together, these factors mean that a Mummy: The Curse chance to survive and end the gang’s reign of terror.
chronicle can be set almost anywhere and at any time. A If the fiends perceive the mummy’s tomb or sense the
chronicle could explore the challenges of daily existence in a imminent Call, they’ll stop the cult at any cost.
world unfamiliar from anything the character knows. It could
focus on Deathless society and how once-human individuals • With the Spears of Michael gaining a fierce reputation,
work to relate to each other and those around them through many unsavory individuals begin seeking membership.
fragmented memory and the crushing inevitability of brief The leader of the fiends, Aarta, clothed in the flesh
lives. Or the chronicle may let the characters take the fight to of Heather Davidson, embraces the idea of a recruit-
the gods themselves, challenging the Judges and questioning ment drive, and newly welcomed members are taken
their claimed divine right to punishment and retribution. to Death’s Head Ink for initiation. Complications
arise when someone dear to the cult or their mummy
The scope of Mummy: The Curse chronicles is as endless
receives an invitation.
as immortals themselves. Explore, challenge, and have fun.
• The presence of so many active fiends causes magic in
BIKER FIENDS FROM DUAT the area to go awry more frequently. While the horrible
Violent crime is on the rise. A biker gang terrorizes the effects of chaotic magic are untenable at the best of
city, murder and mayhem keeping the populace fearful to times, intrusions of strange entities from botched rituals
leave their homes at night. Police take their time responding twist reality, leaving the future uncertain for all.
to reports of gang activity, desperately hoping they have moved
• The Spears terrorize everyone, but Salvador is under their
on before they arrive. The worst biker gang stereotypes have
protection. In the face of the disasters befalling the city,
come to life, putting the city at its mercy with no hope of
he seems to be living a fairytale life, discovering needed
salvation. It wasn’t always like this.
things conveniently left where he can find them. Now,
The Spears of Michael Motorcycle Club was once a wel- a major publication has heard of him and seeks to do an
come sight to the city’s destitute. Sick of seeing justice denied article on his work. Aarta’s ambitions have grown beyond
to those most in need of it, the Spears formed to bring safety one city, and now she wishes to bring him to prominence.
to their neighborhoods. Embracing the biker lifestyle, the When he becomes famous, she’ll gain additional hosts
club started cleaning up the community, organizing charity she can seize or allow more fiends to escape from Duat
events and helping the people wherever possible. Perhaps most to wreak havoc. Either way, Aarta wins.
importantly, they engaged in vigilante justice, driving out the
local gangs and severely curtailing the drug trade.
While celebrating the tenth anniversary of the founding of
THE SHADOW OF SOTHIS
their club, the Spears stopped into Death’s Head Ink to get new The Tef-Aabhi understand sacred architecture and effigies
tattoos. Falling in love with the terrifying images created by the better than any other, but some mysteries baffle even the
young tattooist, Salvador Rosales, each chose one of his images, Geomancers. One of these is the Eternal Star, an effigy tied to
unaware they were choosing the Slaughterers that would take Sothis itself, which appears following odd astronomical events.
over their bodies. Salvador’s new sketches depict horrifying When installed into sacred architecture, the effigy causes all
creatures in elaborate detail, each drawn from the nightmares mummies within a metropolitan area to rise from henet. This
he’s experienced. Salvador has always coped with nightmares has only become more potent as urbanization expands the size
by depicting them, but he has recently begun dreaming of of cities and surrounding suburbs. Some philosophers among
Duat. Completely unaware of the truth behind his new designs, the Architects hypothesize that ever increasing urbanization
Salvador thinks nothing of tattooing them on anyone requesting and dwindling wilderness will eventually allow the Star to
one. With undeniable talent, his popularity grows, and with it, awaken entire continents at once. Wars have been fought
the number of people gaining fiendish tattoos. between cults over the object, the effigy seldom remaining
in the possession of one group for long. Tef-Aabhi records
The fiendish intrusion brings unfamiliar perils. Some
indicate it has been destroyed or consigned to Duat on sev-
possibilities:
eral occasions, but the effigy continues to resurface. Some
• While initially dismissible as typical human violence, hypothesize the object is as Deathless as the Arisen, while
the mayhem coupled with the formation of unhallowed others assume there’s simply multiple effigies in existence.
ground forces the cult to acknowledge something Whatever the truth, with the latest Sothic Turn having
unusual is occurring. As the violence continues to passed, knowledgeable Arisen and sorcerers suspect the Star
escalate, they realize their mummy might be their best shall soon resurface.

Tales Through the Sandglass 333


Here are some potential ways the Eternal Star could metropolitan area. Mummies arise without a first purpose
surface: as during the Sothic Turn. This can change. By touching
the Star and spending a point of Willpower to activate it,
• A museum unveils the unusual object discovered in
an individual may declare their wish. This becomes the first
their collections, drawing attention from several cults
purpose of all mummies raised by the Star until it is fulfilled
bent on obtaining it for their own use or denying it to
or a new order is given.
their rivals. As efforts to retrieve the object intensify,
the conflict between cults threatens to spill out into Curse: The Eternal Star hungers for Sekhem, consuming
the open. life force in every possible way to power itself. Mortals activat-
ing the Star suffer the Soulless Condition as the relic absorbs
• An aging sorcerer has compiled all the information they their soul, with further uses causing a level of aggravated
can about the Eternal Star. With its recent discovery at damage. Mummies activating the Star immediately lose a
an archeological dig, they recruit the rest of the cult to level of Sekhem.
obtain it to ensure it doesn’t fall into the wrong hands.
The sorcerer conceals their true motives. They are FAR FROM HOME
ready to become Eternal, and believe the Star could
Memory is forever a curse for the Arisen. No matter
prove the perfect anchor.
the call, a mummy inevitably awakens angry, confused, and
• After discovering the Star on the shelves of a curio without the sense of self awareness that everyone takes for
shop, the cult uses the relic to call the mummy back granted. As the Descent begins anew and the Deathless sees
to life. Following the unexpected murder of a young her surroundings without the red mist of rage and violence
cultist, the mummy begins undermining the cult’s long- over her eyes the first scraps of knowledge start to return.
term efforts. With creeping dread, the cult begins to She is helped along this journey of rediscovery by devoted
suspect a traitor in their midst. servants passing down knowledge of her history from parent
to child, maintaining the exclusivity of secret knowledge
• The meret awakens without an immediate purpose to and indoctrinations. If the mummy is particularly lucky, she
act upon. They feel as though Sothis has arisen once awakens within a meret who are initially just as unaware but
more, but a single look at the night sky reveals the next who work together to begin reassembling the broken pieces
Turn to be far in the future. Aware of the consequenc- of their minds.
es awaiting them, the cult responsible hasn’t given a Without those support mechanisms the Arisen is even
purpose yet. As the mummies search for answers, the more confused and alone. Throughout history the cults of the
cult searches for an expendable patsy to pay the price. Deathless watched over their charges, tending the tombs with
the proper care and protecting them from incursions of the
THE ETERNAL STAR (EFFIGY •••••) ignorant and the unbelieving. For millennia these guardians
Durability 4, Size 1, Structure 5 had greater control over such events as their charges’ resting
places remained isolated from the wider world and hidden be-
Some relics seem to lead strange lives of their own. The neath the sands that buried Irem and left the Nameless Empire
effigy known as the Eternal Star has surfaced and vanished without even whispered legends. Discovery was unlikely with
from the attention of the Arisen and their cults innumerable distance and inconvenience, while those explorers and grave
times, always resurfacing in the wake of significant astronom- robbers uncovering the secrets then faced the combined chal-
ical conjunctions. While it dates back at least as far as the lenges of enraged mummies briefly awakening at the distur-
third Sothic Turn, the Tef-Aabhi have yet to determine the bance, or when that failed the tyrannies of distance and crude
ones responsible for its creation. Crafted from meteoric iron, transport to return the stolen treasures — and remains — to
the Star consists of a central disk of roughly hammered metal civilized people, who would desire and purchase such wares.
surrounded by eight smoothly polished rays. When installed The coming of the modern age overcame most of these
into relic architecture, the silvery Star blazes with blue light, challenges. To immortal lifespans, the greed of coveted wealth
causing nearby mummies to arise en masse. The Star can be evolved into the greed of scientific exploration and discovery
destroyed or consigned to Duat normally, but consuming it in the blink of an eye. Tomb robbers were now well financed
destroys it without benefit. and resourced, with powerful tools to discover and uncover
Power: When installed into the Lifeweb of relic archi- the hidden tombs and even more powerful backers to make
tecture or a mummy’s tomb, a pulse of Sekhem bursts forth, political and legal obstacles go away. Protective cults were
awakening all mummies in henet within the connected swept aside and unliving probes were the first to disturb the

334 Chapter Seven: Creating Timeless Tales


Deathless and face its wrath. Humans followed safely behind, power of Sekhem coursing through their bodies keeps
careful to recover, catalogue, and classify everything they the Arisen from suffering serious injury despite the
found and return it to civilized museums and universities for cataclysm surrounding them as they walk from the
further study. destruction, unaware of their location but with the
None know how many tombs remain unsullied by these distant sounds of emergency first responders racing
archeological expeditions, but more are discovered each year. to the scene and coming closer with each second the
Tombs are excavated with depressing frequency; treasures mummies wait in confusion.
are separated from their inert Deathless and sent to different
• The Arisen awaken within the halls of display, mis-
expert locations for further study, disappearing into private
identified as the legacy of some lesser civilization
collections, or displayed for children to gawk at when they
that copied the trappings, but not the power, of the
can tear their eyes away from the latest app on their hand-
Nameless Empire. Confused and somewhat delighted
held device.
or bemused crowds watch as the Deathless return to
• The inert Deathless are separated from their artifacts life in a masterpiece of interactive entertainment. The
and taken to warehouses and entered into a complicat- benign witnessing swiftly turns to horror as the mind-
ed distribution system. Merets are scattered across the less mummies rampage through the crush of innocent
globe while the sleeping mummies have no awareness onlookers vying for a better view of the show. Copious
of what awaits them. When the Arisen awaken, they bloodshed, dozens of gruesome deaths and mass hys-
lack even the familiarity of cults who know the proper teria and the terrified crush of fleeing victims follow
exchanges, or other Deathless who cause any recogni- before the Deathless can take control of themselves.
tion to flicker in confused minds. They’re unlikely to As word reaches the city’s other Arisen, they must take
know where they are and few but the luckiest are close action to control the damage and rescue their peers
to where the Judges demand their attention. These before the situation deteriorates any further.
merets of chance must decide whether they will band
together or go their separate ways in pursuit of purpose
and the relics that were stolen from them. Recovering
CHILDREN OF IREM
their treasures will take time and effort — perhaps more The Rite of Return tears apart an Arisen’s soul, reforging
of both than these scattered Deathless have available. it in the fires of pure Sekhem and binding it forever to the
mummy’s immortal existence. The Rite brings life to the
• A cult for the new age wants to open the eyes of the Deathless at the cost of so much of their humanity being
hapless masses to the truth of the world and the de- sacrificed to the altar of eternal service. The earliest stages
monstrable power of their gods over the hidden faith of when a mummy returns to life reveal the monster forged
of mainstream religions. They’ve decided the best by the Rite of Return. Sekhem’s life force provides anima to
way of converting the world is to show the power of desiccated flesh and bone, but makes no pretense of the hu-
their master-servants over death itself. This cult has manity long left behind. As the Descent sets in the Sekhem
the smattering of lore required and everything needed begins to fill out the mummy’s appearance, giving him the
to perform the rituals of summing, except the Arisen superficial semblance of humanity to aid his service to the
to answer their cause. Luckily, the local museum has Judges. Despite appearances, the burning Sekhem and fragile
scheduled an Egyptology exhibition and has unknow- memory ensure the Arisen is ever-aware that he only moves
ingly secured the loan of a group of gods from the true among humans, but is never one of them.
old kingdom. The cult will enact its ritual to a lives- Though the Descent is inevitably too brief, many Arisen
tream broadcast and reveal the secrets to the world. take the opportunity of walking the living world to briefly
Unfortunately, for the cult, they have little idea what enjoy the transient pleasures that flesh provides. Mummies
awaits them if they succeed. indulge in food, drink and other pleasures when able. This
hedonism isn’t condoned by the Judges, but it’s overlooked
• For reasons unknown, the Deathless wake in transit,
as long as the servant continues to fulfill her obligations. If
bursting forth from their carefully packaged sarcophagi
the Deathless strays too far from purpose in the pursuit of
to the usual confusion and destruction. Unfortunately
pleasure, his Judge simply has something more with which to
for the mummies, this time their rampage occurs at
torment and challenge when he next enters Duat.
30,000 feet in the air, tearing through flimsy fuselage
and bringing down the air transport in a fiery crater An Arisen’s artificially-prolonged shell only obtains
of twisted metal and molten plastic. The renewed limited joy from these pleasures anyway. Food and drink are

Tales Through the Sandglass 335


empty flavors that aren’t required for continued existence as for their own vile purposes. The best scenarios call for
Sekhem provides. Sex is simply stimulated nerves without raising the child to prepare it for sacrifice or transfer of
any hope of fulfilling biological imperatives or establishing the immortal’s essence into this infinitely more potent
true emotional connection. The Rite of Return has tarnished vessel. The worst plans need to drain the child of blood
even these small moments that make life worth living. As and life as soon as possible in excruciating fashion.
the physical shell is no longer meant to allow fully function- Whatever the designs, the scion is a wellspring of po-
ing humanity, neither can Arisen have children. Beyond tential with competition that will do almost anything
biology, raising offspring and furthering a new generation is to secure the prize.
a distraction that the Judges cannot allow. The Deathless
swore devotion to the Judges above all else and are not
permitted to divert this purpose to such trivial, temporally
THE DARKEST TURN
fleeting concerns. The Sothic Wheel turns regardless of the actions of mortal
or immortal creatures. The Shan’iatu were wise and power-
Nonetheless, a mummy has claims to have produced a
ful, but not all seeing. They were the scholars and possibly
child and foes assemble to challenge the Deathless, exploit a
architects of the wheel of death and rebirth, and knew more
weakness, or punish him for the oversight. For his part, the
of it than perhaps anyone since, but even their knowledge
Arisen parent is determined to prolong his Descent to give
was incomplete. The Deathless are the undisputed experts of
the child the best start and provide the parenting it needs to
experiencing the effect of the wheel’s grinding renewal, but
the best of his ability.
they don’t necessarily understand its sorcerous workings better
• The meret awakens with a call to join the hunt for the than anyone else. Whether the Shan’iatu knew of the bond
rogue parent. The mummy is derelict in its duties to the between Sothic alignment and temporary freedom of purpose
Judges, who have decreed that the Deathless and all of for their servants may never be known. Whether they knew
its line must be punished and exterminated from the of the lesser alignments is even more inscrutable.
world. Though the punishment of death may inevitably Several lesser alignments influence the Deathless in ways
be temporary for the Deathless, the remembered pain they barely understand. Some awaken all the Arisen of a par-
of its failure and the destruction of what it created will ticular guild, or all mummies with particular strength in one
serve as an eternity of punishment. of the pillars of the soul. Others call forth Deathless without
any discernibly consistent traits. In these times, the Arisen
• The Su-Menent possess a prophecy concerning a
sometimes believe that their Judges have some mysterious
half-immortal child, though whether this comes from
purpose for them, even if they waste their Descent in confusion
sorcerous scrying of the future or partly remembered
trying to discover these intentions.
history from a future waking is unknown. What the
Necromancers do recall is that the child will usher in One Sothic alignment brings a shiver of dread to even
the Nameless Empire reborn, or erase all trace of its the most resilient of immortals. This darkest manifestation of
existence — including the Deathless — once and for the Rite of Return is a time of horror and disharmony for the
all. Now, the guild takes sides and draws in supporters Deathless. For this one turn, the failure of memory is more
to ensure what is foretold comes to pass, or to prevent blessing than curse, as few mummies want to remember their
it from ever happening. actions in these times. This unnamed alignment drags the
Arisen from their graves filled with a hunger and desperation
• The meret decides to reject the Judges’ demands and for Sekhem beyond anything else they experience. The Descent
assist the parent. Maintaining protection on the im- begins immediately and progresses faster than at any other time,
mortal offspring against all threats is further hampered driving the Deathless to feed the relentless starvation.
by the hastening of the Arisens’ Descent as they avoid The horror comes not from the hunger, but from the in-
their masters’ decree. The time with the child is a ability of any relics or artifacts to satisfy it. The only vessels of
sweet instant in their never-ending existences, perhaps brightly shining Sekhem that grant some temporary reprieve
extended for mere moments if they can recover relics are the bodies of other Arisen. In the dark Sothic turn, the
and keep the Sekhem for themselves. Or perhaps these Deathless hunt, slaughter, and consume each other until the
Arisen sacrifice the artifacts they find to ensure the remaining few are unable to reach each other and finally fall
child’s parent can endure just a little longer. into the ravaging starvation pain until the cycle finally ends.
• The child of the Deathless is a unique and sorcerously • In this time, the Arisen avoid alliances and friend-
potent component, coveted by other immortals to use ships with their own kind. Other mummies are simply

336 Chapter Seven: Creating Timeless Tales


victims waiting to happen. Unfortunately, none of the
Deathless can hide as their Sekhem cries out for others
MEMORY BROKER
to notice. The mummy’s cult becomes more important The only thing that hurts the Deathless more than the
than ever, concealing their charge as best they can, loss of memory is its return. The mindless rage and instinctive
confounding anyone who comes seeking the Arisen, violence as the mummy awakens once more into life is a time
while hunting out and exploiting the weaknesses of of purity before the Arisen knows what she is or what she has
other cults to make their charges vulnerable. The become. As the Descent takes hold, she slowly regains more
secret societies formed in this time pass down very of herself, always too little and too late. As she learns who
different legends of the Arisen and may have strange she is, she must reconcile that with what she has done in
expectations when their descendants next seek out the service of the cult that called her forth, and the Judge whose
Deathless’ service. will she serves. She sees the blood staining her hands and the
sins staining her soul and knows that this isn’t who she has to
• The call to destroy their own doesn’t stop between be. She knows that she could be more — is more — and that
members of a meret, but it can be diverted somewhat the hateful sands of Duat steal this away from her each time.
by a constant feast of mummies other than immortal Worse, so often she learns that her wants and needs are always
friends. The Deathless can clamp down on the urge to secondary to what others want just in time to descend into
a degree, ignoring it the way a human can ignore the the sands to face Judgment once more, scrubbed of everything
rumbles and pangs of hunger within her belly, but just that made her unique.
like hunger eventually it demands to be fed. In a meret,
Mummies sometimes wonder how their existences would
the urge most frequently comes about at times when
change if they didn’t suffer the curse of unknowing. If they
a mummy is distracted or another Deathless displays
returned to the world fresh and whole, would they be masters
weakness before her. Merets swiftly turn on their weak
of their own existences or would they find that they were still
and few Arisen can control the hunger for long when
at the mercy of others? Other powerful beings from the dawn
harboring such obvious morsels.
of time watch the cycle of life, death, blood, and pain that
• The horror of these times doesn’t end when a mummy endlessly consumes the Deathless. Most of these creatures
nears his Descent’s end and prepares for the trials of rightly stay far away from the Arisen, cowed by their own
Duat. As the Arisen’s flesh shrivels the hunger doesn’t memories of the Shan’iatu, who bound or banished them, or
end, nor does the last traces of Sekhem fade from his flayed their Essence in pursuit of sorcerous experimentation
body. The Deathless remains tied to the living world, or morbid curiosity. Others know nothing of the Nameless
unable to move or speak, but dimly aware of events oc- Empire, but are wary of the vengeful powers held by those
curring around him, and keenly aware of the starvation with magic that defies death.
that gnaws at his stomach and sanity. This last lingering These creatures can’t remain timid forever. The lure of
Sekhem still calls to other Deathless for them to come power is hard to resist and as these denizens of the shadows
and consume. The last awareness of many immortals in have watched and learned they’ve come to the realization that
this time is being eaten alive by their fellow mummies the Deathless walk alone in the world, the last remnants of
as they’re unable to beg for death’s release. a failed empire that is never coming back. They believe they
deserve the service of eternal slaves, and stealing them is so
• The Sekhem within the Deathless shines like beacons much easier than trying to create their own. What enticements
to draw in others like moths to a flame. Sometimes could attract the Deathless better than a promise of remem-
other scions of Irem, such as the twisted Deceived or brance and self-awareness from the moment they awaken?
other immortals, also attract the Arisen to bring hun-
One such creature stalks the modern world. Sef-ammut, an
gry enemies towards them. Perhaps the Judges watch
ancient godling of regret and renewal that skulked the fringes
on in amusement as their servants engage in global
of the Nameless Empire, has finally decided that its time has
gladiatorial combat. Perhaps the Rite of Return was
come and the Shan’iatu are no longer returning to drive it
flawed and this price balances the cycle. Or perhaps no
away. Sef-ammut retains everything that anyone ever trusted
explanation exists for the bloodlust that sweeps across
into its care; taking away pain and leaving the happiness of
the cursed and they simply have to endure this as one
obliviousness. Unfortunately, Sef-ammut’s clients live such
more aspect of their eternal existence, and somehow
short, pointless lives that it barely gains any sustenance from
look their fellow Arisen in the eyes when the next, less
the bargain. The ignorance that Sef-ammut gifts to others is
murderous turn arrives.
the curse the Arisen are desperate to overcome. Sef-ammut
has served the needs of the Arisen’s cults for millennia,

Tales Through the Sandglass 337


consuming the unspeakable demands and horrors they’re are desperate for the return of their servants, and afraid
forced to comply with for their masters. The rituals to call the of what might happen if this doesn’t occur.
memory-eater are passed on easily between cults, all seeking
some respite from the trauma of the unspeakable demands
in return for the knowledge they pass down from Irem. Sef-
MORTAL POWER
ammut cares for these clients with the precision of a scalpel, Fake news, manipulation of information and subversion
taking away the trauma and has slowly pieced together just of systems designed to protect the will of the people. Every
enough lore to know that the sorcerers of Irem are no more mummy has experienced plenty of each in their existence.
and their former servants are now vulnerable to its approach. Now, one of them prepares to exploit these flawed human
systems and build himself the greatest cult in Arisen histo-
• Creativity of thought is not a feature that comes natu- ry— an entire country — or, at least, the majority of one that
rally to the creature, but more than one of the cultists believes in the dream of freedom and wealth.
believed that its services could be valuable or dangerous
This isn’t the first time one of the cursed has desired mastery
to their control of their undead servant/masters. The
over others, but it is certainly the most obscenely ambitious
cult no longer believes this — the memories are long
attempt. Over the endless years, it hasn’t even been unusual for
since taken — but the creature has approached the
a Deathless to be awoken for the purpose of subduing some tribe
cult’s mummy with an intriguing proposal. Entrust
or nation standing in the way of the Judges’ relentless need for
the creature with the mummy’s memories before they
Sekhem. During each Sothic Turn, so many Arisen build their
descend to Duat and it will find the Arisen and return
influence over others as part of defining their purpose until they
the memories when they come to life once more.
once more succumb to the Descent. However, every previous
• Holding and imparting memories isn’t the creature’s exercise of power has always been of far more limited scope.
only talent. It can blend what it holds in new combi- No one has even considered trying to cow and awe a nation of
nations, changing the nature of what an Arisen might millions before, especially in this modern time. The relentless
think about herself. It can swap memories entirely, media scrutiny combined with the realities of the Descent places
imparting a mummy with the personality and recol- a burden on the immortal candidate unlike that experienced
lections of someone other than who they are. The by her mortal competition. The Arisen has the advantage in
creature doesn’t do so for amusement, it experiments being tireless as long as the Sekhem sustains him, but the con-
on its new clients to twist their perceptions and make stant public appearances and need to interact with humanity
better, more effective servants for itself. may unravel the whole scheme. In the world of social media,
fake news and dissembling politicians, a Deathless can make
• The Rite of Return makes an Arisen a fixed point, a killing. No one knows precisely what could happen with a
with some flexibility but essentially immutable with mummy as president of an emerging Balkan nation, solidifying
each Descent and reawakening. The creature can’t its belief and purpose after seemingly endless regional conflict,
permanently steal away the core being of the Deathless cementing power while anchored with the inevitability and
— if it can’t reach a client in time the mummy’s own certainty of its secretly immortal leader. He could usher in a
fractured personality and recollections begin anew. If golden age guided by the wisdom of eternity or bring a wave of
the creature does return the memories as soon as the further darkness to the world as supernatural enemies all take
Arisen returns her own natural memories are locked aim at the Arisen making a target of himself.
away for that Descent.
• The religious truths laid down by the Shan’iatu and
• The meret awakens with the task of recovering a host followed by cults dedicated to the worship of the Judges’
of Deathless that have disappeared from the Judges’ power have spread throughout the world, even calling
oversight. The number of missing servants increases to powerful nations like modern America. Indeed, the
with each passing Descent, and the Judges are jealous shadow halls of elite colleges and universities have long
masters who won’t tolerate others having power over concealed groups willing to use any advantage in their
their slaves. The missing mummies have fallen for the desire for wealth and power. Ensuring the success of this
temptation of self-knowledge and remembrance and Balkan nation may help these young, ambitious, and
have entrusted themselves to Sef-ammut. They no morally ambiguous future leaders with their own political
longer remember their proper purposes or histories, goals, with a powerful ally behind them as they follow the
only that they should continue to serve Sef-ammut as mystical trappings of the Nameless Empire’s religion on
best they can. Though they don’t admit it, the Judges their own route to power. That they work to summon
servants to help fulfill the cult’s goals is a bonus.

338 Chapter Seven: Creating Timeless Tales


• The plan is as audacious and unlikely as it appears. their paranoia and suspicions. Because of this, mortals have
The modern route to power has rules and requirements developed many names for the effect, personifying it as a
placed around it by tradition and privilege in part to shadowy unseen group that has fingers in every pie and
ensure that the wrong types of people can never gain controls everything for the power and wealth it delivers. A
the throne. The Arisen, backed by his cult, is deter- common name for the Shaba-nekh in the modern world is the
mined to subvert and tear apart these norms and expose Illuminati, with its well-known iconography of the all-seeing
them for the false limitations they are. The candidate eye within the pyramid believed by the Deathless to not at all
and his entourage have employed money, intimidation be a coincidence, but instead a glimpse into the truth of reality.
and supernatural power to sweep away the resistance A symbol of the Judges that witness everything Deathless do
of these structures, but they remain a vulnerability that and decide what their servants must do next to please them.
could be used to expose the truth. Unsurprisingly, the mortal conspiracy theorists are wrong.
The Illuminati isn’t a group with control of everything, twist-
• Drawing out enemies is precisely what the cult intends
ing the world to their benefit. The Arisen are also wrong,
from such a grotesquely public display. While the
and the Shaba-nekh is not a metaphysical trickle-down from
Arisen enjoys the spotlight and the trappings of power,
the Judges in Duat to the Earth. However, the Deathless are
he still remains a pawn to more powerful interests —
correct that something serves as the Judges’ herald to mold
just as always. The cult is hoping that providing such
the world into what they need it to be. This power — the
a prominent and obvious target for those aware of
Shaba-nekh — stretches back to the Nameless Empire and
the candidate’s true nature is more than their hidden
is in fact a single, ancient woman, Khepriya.
foes can stand and that they will be forced to reveal
themselves in a desperate attempt to destroy the cult’s For untold thousands of years, Khepriya has maneuvered
influence. Thankfully, the realities of the process mean herself into the role of adviser, counselor, vizier, confessor,
the Deathless is surrounded by hordes of mortal pro- and more. She walked from the Nameless Empire at the dawn
tection with the final line of defense being an angry of time to guide the historic destiny of each tribe, nation, or
mummy himself. kingdom that she came across. Through this all she always
draws together webs of cults, favors, promises, and coercion.
• The Judges chose each Deathless as an avatar of Ever limited by the tyranny of distance that even her great
never-ending servitude and submission. When their power couldn’t fully overcome, she always ensures the segment
masters call, the mummies respond. Most Deathless of humanity she guided moved towards a future aligned with
make some kind of peace with this existence — the Irem’s grand vision. Recent centuries — the blink of an eye
absence or unreliability of memory certainly robs them to Khepriya — have seen a change in the grandeur of her
of much agency otherwise — but a few periodically try task. Modern communication, rapid transportation, and the
to throw off the shackles and rise to something greater. complex web of international economics resembling nothing
Throughout the ages these petty queens and chieftains less than sorcerous workings have expanded her power until
have risen to importance within their limited regions it reached everywhere.
before fading to obscurity as they reentered Duat once Khepriya‘s existence and task has always been different
more. History remembers the names of some of these from other mummies. Without a guild, she did whatever
historic personages and ascribes legendary acts to their task the Shan’iatu demanded. Rewarded for her efforts and
greatness, but these stories have no more credence than dedication, she was honored with the still-developing Rite of
any other tale that grows in the retelling. Return, that she might give her life and suffering so that the
Shan’iatu would be one step closer to unlocking the secret
FIRST AND FOREMOST of immortality. To their surprise, it worked, but was far from
perfect. Many more failed experiments would die during
Among the Deathless, a rumor exists of a force that per- mummification before the Rite was considered ready. Gifted
meates from the Judges in Duat, a force driven to shape the with one success, not yet understanding the true nature and
world and events to suit the gods’ unknown design. Among limitations of the Deathless’ endless death and rebirth, the
the cursed giving credence to such tales the force is called Shan’iatu gave Khepriya a task that may take all of human
Shaba-nekh, and they believe it is a manifestation of the history to accomplish. According to the legends, Khepriya has
Judges’ combined will given anima in the lands of the living. never reentered Duat or suffered the harrowing memory loss
The Arisen believe they play a different role, providing for that accompanies the Call. Her memory of all time is perfect
the Judges and enacting their individual desires. The power and she recalls every betrayal, hurt, and manipulation from
of this force seeps into mortal consciousness and influences her impossibly long Deathlessness.

Tales Through the Sandglass 339


• If the stories are true and Khepriya has lived so long destroy such a powerful civilization with little trace
one day at a time, she knows that what other mummies remaining. Khepriya may even hold what happened to
consider a curse to be a blessing. Even the beneficiaries the Shan’iatu in the final nights, and their final fates
of the Rite of Return shouldn’t exist forever and know in connection with the Judges.
everything. The endless ages have sent Khepriya quite
mad, twisting her psyche to something more like a
Judge than any mortal being. Humans exist for the
BUILD-A-BEAST
briefest lives and are almost beneath her notice. Even In several cities, Arisen cults have been stealthily attacked,
other Deathless seem transient and barely important their cult leaders brutally slain and the slumbering mummies
to her. Their value comes simply from their utility vanishing. Although seemingly the work of large predatory
when she manipulates their cults into following her animals, the attacks almost seem coordinated. Reports of
will or summoning their brief charges to life so they strange creatures begin pouring in, baffling law enforcement
can unknowingly serve her needs, and those of the and animal control officials. Numerous alleged unicorn attacks
Judges, of course. are reported by local fringe media, as mainstream media quietly
buries these unbelievable encounters.
• Some believe that Khepriya’s existence is an essential The creatures in each incident have been Amkhata
part of the Rite of Return, anchoring all Deathless to created by a group of sorcerers calling themselves the Jigsaw
the living world. Without her the fivefold soul wouldn’t Concern. The sorcerers convert their unnatural talents into
have the foundation to finally claw its way back to material gain, selling customized Amkhata for obscene prices.
life. While Khepriya was hidden away from the world Each Amkhat is designed to order, carefully constructed from
she was safe from enemies of the Arisen looking to the highest quality cadavers available, and fitted with a control
disrupt the Rite and break their power. Now that she talisman permitting the bearer to command it. Discounts are
is revealed to the world they are aligning themselves offered for those providing their own components or ritual
against her. Not every threat is external either. The sacrifices.
curse of immortality has led many Deathless to also
With so many Amkhata in the hands of amateurs, chaos
view Khepriya as the best way for them to destroy the
spills out into the streets, leaving mortal authorities at a loss
Rite of Return and end their eternal suffering.
for how to proceed. The Arisen and their cults struggle to
• The Judges want Khepriya returned to Duat to face keep the situation from getting further out of hand, often
their scrutiny over her long and largely unaccountable becoming targets of the creatures in the process. To make
existence. The meret rises once more, urged by the matters worse, Last Dynasty International caught wind of
Judges to bring about the death of one of their own. the Jigsaw Concern’s operation and actively searches for the
Khepriya’s ongoing Descent has allowed her to amass sorcerers with every intention of dismantling or appropriating
a treasure trove of artifacts, knowledge, and power the operation.
against such assaults, and she is ready and willing to These are some of the Jigsaw Concern’s clients:
repel attackers with whatever force she can muster.
• Oscar Marchand has big dreams, and he’ll do anything
The Arisen must study her carefully to learn of any
to achieve them, even purchasing a jackal-headed lion.
possible weaknesses that might help them achieve
Already a successful businessman, Oscar knows he can
their goal. This assumes that Khepriya can actually
do better, and he’s already sent his creature to slay some
suffer death and return to Duat. If this is possible, the
of his business rivals. Now turning his eyes towards
meret must also contend with the real possibility that
politics, it’s only a matter time before his detractors
ending Khepriya’s life will also permanently sever the
begin meeting gruesome ends.
Arisen’s ability to cheat death.
• A trio of Shuankhsen purchased multiple beasts from
• Khepriya is the only Deathless who may know the truth
the Jigsaw Concern to strike against their foes. Sending
of the fall of the Nameless Empire. The others arose
the abominations to strike at Arisen cults, they’ve had
for the first time long after the civilization was gone,
success eliminating the leaders and absconding with
with no information around what had transpired to
their slumbering mummies. Rescuing the lost mummies
kill off the most powerful kingdom the world had ever
and stopping the Shuankhsen won’t be easy, but the
seen. This knowledge could hold the key to raising
alternative is waiting until the meret becomes their
Irem from the grave just like the Arisen rise, or it could
next target.
point to some unknown and insidious enemy that could

340 Chapter Seven: Creating Timeless Tales


• Damian Leroi prides himself on his wealth, but when by acknowledging these, too, will one day be known to all. The
it comes to pleasing his spoiled daughter, Myra, money Usheb wishes to uncover every secret and witness the comple-
is no object. Used to getting whatever she wants, Myra tion of the Scroll of Ages. Mortals may not be as wise as the
is prone to loud, violent tantrums when denied. When Arisen, but they are numerous, curious, and exploitable. The
Myra began demanding a unicorn, Damian purchased Hetchi-Abata encourage research in all fields, but especially
one for her ever-expanding menagerie of impossible areas where mortals come in contact with the supernatural. The
creatures. With a horse’s head, a bull’s body, and a nar- madness inflicted and lives destroyed by subjecting mortals to
whal’s tusk upon its head, the unicorn was everything the supernatural are small sacrifices. When the Scroll of Ages
she’d hoped. Having lost her control talisman, Myra’s is completed, the mysteries of the world will stand unveiled,
unicorn now continues acting on its last orders, which and the one holding it will command power greater than the
were “Go feed yourself.” Myra demands a new unicorn, Judges. Ahaneith intends to seize if for herself.
threatening to unleash the rest of her menagerie if she With their war intensifying, several extreme measures
doesn’t get her way. could be taken:
• Outside the city, a gigantic inverted pyramid has been • The internet has proven a mixed blessing for Ahaneith.
constructed, far larger than the Jigsaw Concern’s usual While an excellent method of disseminating informa-
facility. The construction is funded by Final Twilight, a tion, rumors and lies spread faster than truth. With ef-
doomsday cult willing to pool their resources and offer forts to improve data quality failing, the Hetchi-Abata
their members’ labor to expedite the process. They wish seek to bring the worldwide computer network down,
to create the largest Amkhat in history, constructed so it might be rebuilt under their watchful eye.
from myriad species. They believe the world is already
doomed, but intend to preserve themselves by sacrific- • Mummy cults possess esoteric knowledge, even if
ing the rest of the world to the Devourer. their sovereign has misled them. The Veiled Lantern
infiltrates the ranks of other cults, feeding information
back to their master until the right moment arrives to
THE MORE YOU KNOW destroy the cults from within.
Knowledge is power. The Lorekeepers agree on this point.
Differences in opinion arise about who deserves this power • Kagemni’s paranoia has grown through the centuries.
and how it should be used. Two mummies, Kagemni and Upon returning to henet, the cult destroys the Kheru’s
Ahaneith, have warred against each other over this point for remains, permitting their master to return in a new
millennia, but the advent of modern communications has body each time. His changing face makes it harder for
ramped up hostilities. Other Sesha-Hebsu choose a side or rivals to track him, and provides new information with
seek to mediate their rivalry, but their battle has intensified each Descent. Seeing foes everywhere, he undermines
to the point where even outsiders find themselves threatened. other Arisen, even former allies. Hiding behind an
unknown new face, rumors spread that he’s struck an
Kagemni seeks to concentrate knowledge into as few hands
alliance with the Shuankhsen, offering other Arisen
as possible, parceling it out as needed to achieve his ends. His
to keep himself safe.
cult, the Veiled Lantern, encourages ignorance among the
mortal populace, ensuring the power of knowledge remains • The Hetchi-Abata’s efforts threaten to expose the ex-
in the hands of the worthy few. The Veiled Lantern carefully istence of the supernatural to the mortals. Where once
records valuable information, concealing it until Kagemni they could isolate mortals to study them in asylums,
finds it expedient to utilize it. The unworthy masses receive they now must find other ways to conduct such studies.
deceptions; false accounts repeated enough to be accepted as The choice of a nearby small town seemed sensible
truths, encouraging unreasoning hatred and distrust. While initially, but their experiments are causing something
ostensibly seeking to ensure the Sesha-Hebsu maintains a large and unnatural to rouse beneath the town.
position of dominance, he is paranoid about someone else
overthrowing him and wresting control of his vast stores of
knowledge.
MUMMIES ON MARS
Ahaneith directs her cult, the Hetchi-Abata, to spread the Arisen and their Cults calculate that the fifth Sothic Turn
light of knowledge across the world. The existence of secrets will occur in the 32nd century, as humans in the fourth turn
grates upon her, driving her to provide information to all wishing measure time. Both 21st century scientific theory and the
it. The exceptions to this are her own, although she justifies this memories of Arisen having experienced Descents in the future

Tales Through the Sandglass 341


indicate that the Earth will be in a degraded state by that colony. They struggle to find the remnants of their
time, possibly uninhabitable by humans. The guilds debate cults. The meret learns that Earth is a burned-out husk,
how best to prepare for this. with relics ever more difficult to find and the planet
Some decide it is time to look towards other planets with- desperately over-populated and polluted. Mars, on the
in the solar system for the events of the next Sothic Turn. other hand, is a hive of human creativity. Furthermore,
Cultists take influential roles within space agencies, such as each original colonist brought with them objects from
NASA and ESA and, once there, they promote launching Earth and many of these, handed down generation
probes to Mars and work toward human flight to the red to generation, have become vestiges, brimming with
planet. This is a distant prospect, but the next turn is many Sekhem.
centuries away, so there is no great hurry. Their placement
• On the dying Earth, the Arisen — facing Judges hun-
within the agencies gives them access to landers, several of
gry for an ever-diminishing supply of Sekhem — are
which have carried material the governments associated with
desperate to find vessels. Some actively seek to migrate
the agencies do not know about.
to the off-Earth colonies. On Mars, perhaps, or maybe
More than 50% of landers fail to communicate with Earth one of the asteroids or moons of Jupiter, could they
centers after arrival on Mars. The general belief is that, as the build a new Irem? With effort, cultist could secure hotly
space agencies report, they failed to land safely. This is not contested space for their masters on the few ships that
the whole truth. Many of these lost landers carry canopic jars still leave Earth headed for the colonies. Once there,
so, when human cultists finally arrive on Mars, the Deathless however, how will the meret find the vessels their
can awaken in their new home. Judges demand or the Sekhem they need to achieve
• It is the fifth Sothic Turn. A meret of mummies awaken their aims? How will they persuade the independent-
on Mars where there is a small but thriving human ly-minded colonists to support their agenda?

342 Chapter Seven: Creating Timeless Tales


DUAT FALLS death or usurp the thrones of gods is unknown. The
Judges are aware of this insurgency and call forth loyal,
An inevitability for all Deathless, Duat tears at the soul ignorant servants to hunt their own and protect their
and strips away everything that a mummy is except the core gods. This is a dangerous gambit as they risk exposing
tenet of her being, the one thing a worthy soul refuses to more servants to the corruptive influence of rotten
relinquish no matter what the torment. Duat is the home of freedom.
the Judges, where they are most powerful, where they exercise
ultimate authority over the souls coming before them. Duat • The Judges’ role is twisted and abusive, but not without
is where a mummy must prove her worth to prevent being purpose. The Sekhem they take from down beaten
utterly destroyed and lose the final piece that she clings to. supplicants doesn’t just sustain the Judges’ existence; it
fuels the ongoing magic of the Rite of Return. Without
Duat is a lie. A lie the Judges desperately hope their ser-
the offerings the Rite begins to fail. Fewer Arisen
vants never realize.
answer the call to life and those who do return suffer
Far from being a place of power where the Judges are unas- the Descent faster than ever before. The rebellious
sailable. The City of Black Spines is a prison where the Judges Arisen can see the changes and know that only one
hunger for the scraps of Sekhem their harrowed servants offer. source can truly answer the cause and what can be
The Seven Gates of Duat purposely demand confrontation done. Together they must confront the Judges and do
and sacrifice from individual mummies to ensure they only something no mummy has done before — discuss the
come to the Judges from a position of weakness and servitude problem before Judge and Arisen both end as their
and desperate hope for favor. Even the glamour of the Judge’s symbiotic cycle drains the last of its power. What will
sanity-shattering visages work to prevent an Arisen seeing these Deathless be prepared to sacrifice to continue
beyond the superficial and realizing that the balance of power their own existence? Will they reenter slavery, or is
is not what they were told. It’s all theatrics with little behind the price too high and they consign all their kind to
the curtain. extinction?
The truth is that an Arisen’s soul can triumph over the
trials and emerge at the City of Black Spires filled with strength • The meret learns of rituals that short-circuit the
and will. A mummy learning this can stand before the Judges Descent and draw the Deathless together in Duat,
and dictate the outcome of her trial and dare the Judge to making their journey united in strength, willing to
disagree. The Arisen can refuse Anpu’s cup and return to the suffer and sacrifice for each other. Through this ritual
world filled with memory and purpose. This cycle reinforces the Deathless stand before the Judges together instead
itself as the Arisen undergoes her Descent, returning to Neter- of apart. The characters are approached with this
Khetet and Duat still in possession of the knowledge required knowledge to trigger their own return to Duat filled
to overcome the Judges’ rigged game. with power and Sekhem with the goal of overthrowing
the Judges and ascending to godhood. Will they take
• The Judges are petty tyrants, jealous of the power they this ultimate challenge in pursuit of greatness and
hold over their servants. They know that Duat can be power, or will the loyal servants wait until the time is
overcome and they conspire to learn which of their right to betray the others in the hope of earning reward
servants have the will to beat them at their own game. from their masters for their treachery?
These mummies are more likely to suffer even greater
challenges and more terrifying foes when they return
to Duat, as their Judges try harder to break them and A GLIMPSE OF THE END
return them to ignorant slavery. This isn’t without cost In the 32nd century, the Sothic Wheel turns once more.
to the Judge, who risks further weakening its position Arisen drag themselves to life to find nothing but the lifeless
if the Deathless doesn’t halt her advance. husk of a burned-out world and the slowly eroding ashes of
what was once long ago humanity’s triumph and folly. The
• A meret of Arisen have severed their leashes and are world’s dwindling Sekhem pools in the last few relics the
dictating their own destinies more than ever before. Deathless can find and recover. Most mummies endure an
This group is eager to recruit like-minded Deathless to all-too-brief Descent before falling back into Duat to face
teach the secret and have another mummy join them the wrath of starving Judges, whose endless hunger may have
in shaking off their shackles. The meret intends to gain brought this apocalypse to the world.
enough support to overthrow the Judges once and for
all. Whether they choose to end the cycle of life and Is this the inevitable fate of the world, or is this future a
glimpse of possibility that the Deathless have the opportunity

Tales Through the Sandglass 343


— and possibly the responsibility — to prevent as they con- • A mummy has memories of waking in a distant future
tinue to move through timeless Duat? Have the mummies time. As he remembers, he leaves messages with in-
themselves facilitated this nightmare by removing life’s formation and clues on how to fix the future. He faces
energies from the living world and passing them to undead the inevitable challenges of remembering his purpose
gods? Some Deathless believe the events are unconnected, every time, figuring out where he would leave clues,
that Sekhem is eternally replenishing and inexhaustible, and and interpreting the meaning of the clues his other
no amount of the energies gifted to the Judges could bring timeless self-imparted. Perhaps he is part of a meret of
about this future. Others concur that they are the cause of the like-minded individuals leaving clues for themselves
destruction; that Sekhem is the life of the Earth itself and the and each other, working together to piece together
Deathless drained it over millennia like innumerable stinging what the past and future hold. Unfortunately, this
parasites. Still others blame humanity, who forever possessed Arisen isn’t alone in seeking the clues and decipher-
the greatest capacity toward self-destruction, mutilating the ing their meaning. Powerful beings have considerable
planet around them. interest in knowing what the future holds and have
also discovered tantalizing snippets left behind by this
• Detail is hard to find in a world of death and ruin, but
unknown prophet. Some may even seed their own
some Arisen manage to find scraps of information and
clues for the prophet to find, either so he unknowingly
news scattered alongside the dead. They discover the
serves their interests, or to send him hunting for false
cause of humanity’s fall wasn’t the previously imag-
information and undesirable outcomes.
ined candidates of climate change and destruction, or
mutually assured destruction from weapons of unholy
power. No, the Deathless brought on this fate one BEGINS AGAIN
relic at a time, dragging Sekhem’s life force away from The Rite of Return forever linked the mummies’ existence
the living world and casting it into the hungry maws with the Sothic Cycle, bringing forth all Arisen in accordance
of dead gods. As the Descent comes all too quickly to with the cycle of the stars and the turning of the world. That
these mummies, can they change anything of the past the cycle exists is beyond question. Whether it existed before
to prevent this dead future? the Rite of Return was enacted, or whether the Rite itself
bound the heavens within the magic is unknown. The Arisen
• Some Deathless take an optimistic view of this dead
are also blind to whether the Sothic Turn was deliberately
time, wondering at a future where no humans exist
woven into the enchantment binding their souls to eternal
except the immortals rising and congregating every
life and service, or whether it was an accidental side effect
millennium. The world now truly belongs to the
of powerful magic that could never be entirely controlled
Arisen, who now appear ready to share their brief fu-
by humanity. Most Deathless don’t dwell on the details and
ture Descents forever going into the unknown future
simply accept the truth that they will have times when they
until the Earth finally dies in dying solar fury and the
awaken without purpose and have freedom to define their
mummies have nothing left to return to. From now
own destinies for time.
until that bleak eternity, these Deathless try to make
something enduring to look forward to. Sekhem is a But what few Arisen — and perhaps none of the Shan’iatu
rare commodity — mostly what the Arisen bring with — considered, was that the nature of cycles moves forwards
them on rising from the grave — but they can turn and backwards. The turning of the Sothic period combined
that toward building an eternal city of the second, or with the unknowable timelessness of Duat means the
third Irem. Deathless sometimes rise from their tombs with fragmented
memories of when they were active in a future time with
• Whatever the truth of why the world is now this way, events yet to unfold. Sometimes their Descents can take them
mummies are faced with a stark reality — they may far back indeed.
continue to rise and die in an ever-worsening existence Whatever the truth of the Sothic Turn, once it existed
until the world is utterly destroyed and the stars finally after the Nameless Empire was no more it also existed before
burn out and end the Sothic alignment. This depressing the great civilization had ever stood. Binding the Deathless
thought leads more than one to seriously contemplate to the cycle gives access to these earliest times, paradoxically
seeking out a means to secure final, unrecoverable to even before the Rite of Return was performed to bind the
destruction of themselves so they’re no longer forced mummies.
to endure the horror.
This is the time the Arisen awaken into, as the stars align
in the nights before the Shan’iatu leash the eternal slaves to

344 Chapter Seven: Creating Timeless Tales


the Judges’ never-ending service. The mummies walk in the the Shan’iatu before they enact the Rite of Return,
long forgotten Nameless Empire, drawing upon the broken either through direct and brutal means, or by disrupting
pieces of their fragmented memories to make sense of the time the rite. Some Deathless may use this opportunity to
without the benefits of cult to help them adjust. Awakening subvert the Rite of Return to serve their own needs,
now is an opportunity for the Deathless to shape their own either seeking to take the place of their Judge or forging
destinies — perhaps the only true chance they will ever have. a less painful path through Duat.
They may even alter their own fates to prevent their mortal
selves from being bound by the Rite of Return and the turning • The Shan’iatu first came to Kemet from unknown lands
of the Sothic Wheel. beyond, gifted with powerful magic and rumored to
not be entirely human. Is it possible that the Arisen
• Any changes the Deathless make in this time risk could awaken in a time before the Nameless Empire
unknown changes or paradoxes in the future, possibly began, to fulfill the roles of their own rulers who would
even costing them their existence. Or perhaps they later find and choose the ones who would become
were always present at the beginning, making the Rite their immortal servants? What does this mean for the
of Return a stable paradox loop. Every step a mummy Deathless? Do they seek out their mortal selves and
makes may have already been trod by her long before curse them to an eternity of torment, and find other
she was cursed with immortality. She may make herself victims to curse in their stead? Are such changes even
known to the Shan’iatu — who may be horrified by possible, and what does it say about history and memory
what they see or emboldened in their own skill and if the Deathless can’t find their previous incarnations
power — or keep away and focus on other elements of to carry the curse’s burden? Perhaps this is the nature
her existence. Every Arisen carries fleeting memories of the eternal cycle; that the world resets and the same
of unfinished business and lost loved ones from their individuals are not doomed to forever live out the loop.
mortal years, times that they desperately want to relive.
This Sothic Turn gives them that chance, to make • For some Deathless the secrets of Irem aren’t their
right the things they never said, or undo the harm they focus in this time. Instead, they look for ways to avoid
carry with them forever. A rare few may even succeed attention and prolong their Descent until long past
in rewriting their regrets and moving to their Descent the Rite of Return. These mummies seek the truth of
with renewed conviction in themselves. what happened to the Nameless Empire, what dark
fate felled the greatest empire with the most potent
• Many Arisen are weary of their existence, its eternal sorcerers the world had known. For these Deathless,
servitude and the relentless torture that awaits them remaining active to witness the nation’s descent is of
at the end of each Descent. When their fickle mem- prime importance. Was it an external force, did the
ories work, they recall how they’ve grown to loathe Judges strike down the overly ambitious empire for
harvesting power for malevolent gods who seemingly their presumptuousness, or did the Rite of Return itself
care nothing for the world except what they can take inadvertently destroy the Shan’iatu and the Nameless
from it. For these mummies, awakening in this back- Empire when the awesome magic they wielded proved
wards-cast Sothic Turn gives an opportunity to end too much for any mortal being to control?
their torment before it begins. They can work to stop

Tales Through the Sandglass 345


CONDITIONS over her life. Choose a specific addiction upon taking this
Condition; characters can take this Condition multiple times

T he list below provides some Conditions that can apply to for different addictions. Being unable to feed the addiction
characters throughout your chronicles. results in the Deprived Condition.
Possible Sources: Alcoholism, substance abuse.
Resolution: Gain or lose a dot of Integrity, or achieve
ACCELERATED DESCENT exceptional success on a breaking point; for mummies, gain
or lose a dot of Memory.
Duat hungers for your character’s Sekhem, leeching Beat: Your character chooses to get a fix rather than fulfill
it away faster than usual. She suffers from a +3 bonus on an obligation, or causes significant complications for her meret
Descent rolls. by indulging her addiction.
Possible Source: Failing the Trials of Duat.
Resolution: Gain a point of Sekhem.
ALTERNATIVE CURRENT
(TIMELESS)
ACCURSED KNOWLEDGE
Your character is caught in an alternative time current
Your character traded sanity for power, clouding her soul that moves along a path significantly divergent from the main
and alienating those around her. When she gains this condition, flows. Your character can assert the absolute certainty of his
specify a Closed Sorcerous Rite she does not know. She suffers a nature on the inhabitants of this weaker facsimile, spending
–1 penalty to all rolls and must open an extra door during social a Pillar point to inflict the Sybaris Condition on a susceptible
maneuvering, but may shed this Condition to perform that Rite. individual as if she had failed her resistance attempt. This
Possible Sources: Bargaining with fiends; researching Condition fades without a Beat if the mummy leaves the
obscure lore. altered time flow.
Resolution: Use the Condition for its benefits. Possible Sources: Achieving exceptional success on a
‘Feeling the Flow’ test while in a parallel time stream.
Resolution: The character completes his Descent and
ADDICTED returns to Duat.
(PERSISTENT) Beat: The character completes his Descent at time’s
mandated pace without taking advantage of this Condition.
Your character is addicted to something, whether it’s drugs,
gambling, or other destructive behaviors. She needs to indulge
her addiction regularly to keep it under control, and it takes

346 Appendix: Conditions and Tilts


Resolution: Resist an opportunity for significant material
AMNESIA gain or give generously to the needy, suffering large financial
(PERSISTENT) loss without hope of reward.

Entire portions of your character’s past have been forgot-


ten, resulting in lost time and causing difficulty whenever
AWESTRUCK
those memories would be relevant. (PERSISTENT)
Mummies immediately suffer a Memory Gap upon receiv-
ing this Condition. All Memory breaking points suffer a −2 Your character sees before her a glorious and terrifying fig-
penalty while this Condition persists. ure, and something in her brain kicks her to kneel and grovel.
She suffers a –2 penalty to attack rolls against the source of
Resolution: Uncovering the truth, restoring the lost the Condition. She also suffers a –3 penalty to contested rolls
memories. Gaining a dot of Memory. against social actions from the source of the Condition, and a
Beat: Problems arising from the forgotten periods return –3 penalty to her Composure and Resolve against actions and
to threaten the character. powers that the source of the Condition uses on her.
Possible Sources: Compulsion from supernatural powers.
APPREHENSIVE Resolution: The source of the Condition leaves your
character’s presence.
The loss of someone or something seems imminent, and your Beat: Your character takes an action that serves the de-
character is terrified. The character loses the 10-again effect mands of the Condition’s source.
on rolls unrelated to protecting the subject, and they suffer a
−1 penalty to all actions when believing the subject is actively
endangered. Anyone plausibly threatening to wrest the subject BERSERK
from the character may apply the Leveraged Condition.
Example Skills: Intimidation, Subterfuge Your character has had a spark of berserk rage lit within her. The
fury inside demands that she lash out, and the descending red mist
Resolution: Ensure the safety of the subject, by any means makes it hard to tell friend from foe. Each turn, she must succeed
necessary. at a Resolve + Composure roll or attack the nearest target with
whatever weapons she has to hand. Even if she succeeds, she suffers
AUSPICIOUS DESCENT a –3 penalty on all actions other than attacking the nearest target.
Possible Sources: A relic’s curse.
The Sekhem suffusing your character’s sahu is particularly Resolution: The character becomes unconscious. There
tenacious. For purposes of Descent intervals, your Sekhem is are no targets left to attack.
considered one lower than its rating, facing no further sched-
uled Descent rolls at Sekhem 1.
Possible Sources: Performing exceptionally well during
BLESSED MINIONS
the Trials of Duat.
Tales of your character's journeys through Duat inspire her cultists.
Resolution: Returning to henet or violating their Judge’s laws. At the beginning of a Cult Action Task, you may shed this condition
to count three successes as an exceptional success for that Task.
AVARICE Possible Source: Succeeding at the Trials of Duat.
Resolution: Use the Condition for its benefits.
Enough is never enough. Your character’s lust for worldly
power and material wealth knows no bounds. Composure rolls
to resist temptation suffer a −2 penalty, and anyone offering BLIND
opportunities for material advancement gains an exceptional suc- (PERSISTENT)
cess on three successes for Social rolls influencing the character.
Example Skills: Persuasion, Subterfuge Your character cannot see. Any rolls requiring sight may
only use a chance die. If she could reasonably substitute

Conditions 347
another sense, make the roll at −3 instead. In an action
scene, she suffers the drawbacks of the Blinded Tilt (p. 362). CONFUSED
This Condition may be temporary, but if that’s the result of a
combat effect, the Blinded Tilt would apply instead.
Your character cannot think straight, either because of
Resolution: Your character regains her sight. some mental power or good old-fashioned cranial trauma.
Beat: Your character encounters a limitation or difficulty You take a –2 die penalty on all Intelligence and Wits rolls.
that inconveniences her. Resolution: Take half an hour to focus and clear your
mind, or take any amount of lethal damage.
BROKEN
(PERSISTENT) CONNECTED
(PERSISTENT)
Whatever your character did or saw, something inside
him snapped. He can barely muster up the will to do his job Your character has made inroads with a specified group.
anymore, and anything more emotionally intense than a raised While she has this Condition, she gets a +2 to all rolls relating
voice makes him flinch and back down. Apply a −2 to all to that group. Alternately, she can shed this Condition to gain
Social rolls and rolls involving Resolve, and a −5 to all use a one-time automatic exceptional success on the next roll to
of the Intimidation Skill. influence or otherwise take advantage of the group. Once
Resolution: Regain a dot of Integrity, lose another dot Connected is resolved, the character is considered to have
of Integrity, or achieve an exceptional success on a breaking burned her bridges and is no longer an accepted member. The
point; for mummies, regain a dot of Memory or lose another character may be able to regain Connected with the specified
dot of Memory. group per Storyteller approval.
Beat: Your character backs down from a confrontation or Example Skills: Politics, Socialize
you fail a roll due to this Condition. Resolution: The character loses her membership or oth-
erwise loses her standing with the group.
CHARMED Beat: The character is asked to perform a favor for the
group that inconveniences her.
(PERSISTENT)

You’ve been charmed by a mummy’s supernatural force of CROWN


personality. You don’t want to believe that anything he says (PERSISTENT)
is a lie, and you can’t read his true intentions. The mummy’s
Manipulation rolls against you gain the rote quality, and any
A Judge anoints your character as their benbenet, the
Wits + Empathy or Subterfuge rolls you make to detect his lies
sacred capstone channeling the Judge’s will in mortal lands.
or uncover his true motives suffer a penalty equal to one-half
The benbenet receives the following benefits:
his Sekhem, rounded up. Using supernatural means to detect
his lies become a Clash of Wills. • The Judge’s presence fills the benbenet, rendering
You want to do things for the mummy to make him happy. her immune to Sybaris, Possession, and mental
If he asks, you’ll do favors for him like he was one of your best manipulations.
friends — giving him a place to crash, lending him your car
• Improve her first impression when social maneuvering
keys, or revealing secrets that you really shouldn’t. You don’t
against mortals by two steps.
feel tricked or ripped off unless you resolve the Condition. It
expires normally (without resolving) after one hour per dot • She gains Vengeful or Judgmental as an additional Vice.
of the mummy’s Sekhem.
Possible Sources: Certain Utterances. • She gains 15 dots to freely allocate to her Attributes;
these dots may raise her Attributes above 5.
Resolution: The mummy attempts to seriously harm you
or someone close to you, you make a significant financial or • She gains the tier 1 powers of two Utterances, which she
physical sacrifice for him. activates by spending Willpower points. Treat the benben-
Beat: You divulge a secret or perform a favor for the mummy. et as having all Pillars at 5 when using these Utterances.

348 Appendix: Conditions and Tilts


• She gains additional Dread Powers or capabilities as Each time you take the Blessed Action offered by these
per the specific manifestation crowning her. dreams, you may ask the Storyteller one question about the
future, which must be answered truthfully.
Possible Source: A Judge bestows their crown upon the
character. Possible Sources: Dreams of Dead Gods, Unease Sybaris.
Resolution: Choose to transgress against the Judge’s dic- Resolution: The character succeeds or definitively fails
tums and renounce the power bestowed upon you; have the at Fate’s commandment, or becomes unable to fulfill it and
crown forcefully taken from you by occultists. thus an invalid target for this Condition. A subject can suffer
this Condition from multiple mummies; pity the poor, mad
Beat: Bring harm to someone close to you by demanding
dreamer.
your whims be obeyed.
Beat: The character fails to fulfill another obligation due
to pursuing her prophetic dream.
CURSED
(PERSISTENT)
DELUSIONAL
(PERSISTENT)
A mystical curse afflicts your character. Misfortune plagues
whichever aspect of the victim’s life the curse targets, such
as athletic endeavors or their familial relationships. Failures Your character believes something that isn’t actually true
in the accursed area become dramatic failures. Spending 1 — maybe he thinks that someone is poisoning his food, that
Willpower negates this effect for one action. he is still in Irem, or that something lives in the shadows of
his apartment. He doesn’t actually hallucinate images that
Possible Sources: Supernatural curses.
reinforce his delusion; he may believe that he’s covered in
Resolution: Removing the source of the curse. Receiving spiders, but just looking at himself is enough to clarify matters.
a supernatural blessing. Germs, on the other hand…
Beat: The first time the curse manifests in the scene. He can’t truly repress his belief, but spending a point of
Willpower lets him come up with an explanation (albeit one
that sounds psychotic when he explains it to someone else)
DAMAGED PILLAR as to why his delusion does not apply to a specific situation.
Resolution: The character completely disproves his de-
Your character’s soul is damaged, denying use of one of lusion, or gains a new Touchstone.
their Pillars. Associated Affinities do not function, and the
character can have no points in the Pillar. Resolving the Beat: The character adheres to his paranoid belief despite
Condition restores no Pillar points, but allows them to be evidence to the contrary.
regained normally.
Possible Sources: The Trials of Duat DÉJÀ VU
Resolution: Engaging in the Pillar restoration method of (TIMELESS)
the associated decree.
Your character momentarily feels extreme familiarity with
DEAD DREAMER a location and events unfolding around her, as if it has all hap-
pened before. Although she may not realize it, currents of the
(PERSISTENT) different versions of that moment are all flowing through one
another, connecting her to the potential outcomes. As part
Your character is preoccupied with horrifying and prophetic of an action, the player may choose to resolve this Condition
dreams of dust and death, rendering them unable to focus on and gain 8-again on her dice roll.
new situations. These dreams guide you toward a specific task, Possible Sources: Achieving an exceptional success in
unveiling aspects of your future. Thrice per chapter, you may the presence of unusual time currents.
declare a single mundane roll to be a Blessed Action. However,
all actions not spent pursuing the task become Blighted Actions. Resolution: Use the Condition for its benefit.
Beat: The character dramatically fails the roll despite
this benefit.

Conditions 349
spend a point of Willpower to affect the material world with
DEPRIVED them, which is only possible in the presence of their Anchors.
The mummy’s remains, their tomb, cultists invested with their
Pillars, and guild relics all serve as Anchors. Mummies are
Your character suffers from an addiction. Because your
unaffected by Essence Bleed and lack Numina.
character is without it, she’s unable to focus and contain
herself. Remove one die from her Stamina, Resolve, and Possible Sources: Entering a death cycle, the Jackal’s
Composure dice pools. This does not influence derived traits; Shade Affinity.
it simply influences dice pools that use these Attributes. Resolution: Returning to the body.
Possible Sources: Failing to feed an addiction.
Resolution: Your character indulges her addiction.
DISINTERRED
DEVOURING URGE Your character’s tomb is no longer secure. Perhaps the
sacred geometry was disrupted, or the central relic purloined.
Regardless of the cause, the mummy is unable to utilize any
Your character survives the Trials of Duat, but not without
of their tomb’s benefits.
exposure to the whispers of Ammut’s seductive oblivion. Even
now your character hears her voice urging him to tear every- Possible Sources: Destruction of the mummy’s tomb, or
thing to the ground. He suffers a –2 penalty to all Mental rolls. theft of its central relic.
Possible Source: Fail the Trials of Duat. Resolution: Repair your tomb, or establish a new one.
Resolution: Drain a vessel of Sekhem.
DISORIENTED
DISABLED
Your character cannot get her bearings and dealing with
(PERSISTENT)
simple tasks is daunting. The character is at a −2 penalty to
any Physical action. She can defend herself normally, but her
Your character has limited or no ability to walk. Her disorientation prevents her from making ranged attacks at all.
Speed trait is effectively 1. She must rely on a wheelchair or
Resolution: The character finds something to help her
other device to travel. A manual wheelchair’s Speed is equal
orient herself to her surroundings, such as a familiar landmark
to your character’s Strength and requires use of her hands.
or a friend. If a supernatural power caused this Condition,
Electric wheelchairs have a Speed of 3 and allow the free use
then it resolves when the power ends.
of the character’s hands. An injury can cause this Condition
temporarily, in which case it is resolved when the injury heals
and the character regains mobility.
DISTRACTED
Resolution: Mundane or supernatural means cure the
character’s disability.
Constant confusion and distractions buffet your character
Beat: Your character’s limited mobility inconveniences from all sides. She cannot take extended actions, and suffers a
your character and makes her slow to respond. –2 die penalty to all rolls involving perception, concentration,
and precision.

DISEMBODIED Possible Sources: Being in a highly confusing environment.


Resolution: Leaving the environment.
Your character’s body no longer shelters their soul. The
mummy exists in Neter-Khertet, functioning similarly to a
ghost with an effective Rank equal to their defining Pillar. The
DORMANT SOVEREIGN
mummy’s Power equals the current rating of their Ab + defining (PERSISTENT)
Pillar, Finesse their Ba + Ren, and Resistance their Ka + Sheut,
to a minimum of 1. Disembodied mortals use their Intelligence, The Arisen watching over your character’s cult has
Wits, and Resolve for Power, Finesse, and Resistance respec- suffered greatly in Duat, and now they are having trouble
tively. The mummy may use Utterances normally, but must arising again. The mummy does not awaken if their remains

350 Appendix: Conditions and Tilts


are disturbed, and attempts to rouse the mummy ritually
suffer a −3 penalty. ECHOES OF DESCENT
Possible Sources: The mummy performing poorly during
the Trials of Duat. Your character’s mind reverberates with echoes of se-
crets long forgotten or yet unlearned, buoying their memory
Resolution: Awakening the mummy, or pledging alle-
against the tides of amnesia, granting a bonus die on Memory
giance to a different one.
breaking points.
Beat: Losing the mummy’s remains, or suffering a loss
A mummy focusing on these echoes gleans wisdom from
because the mummy could not be awakened.
future experiences. The Deathless may resolve this Condition
at any time, selecting one of the following benefits:
DRIVEN • Your character gains a dot of an Attribute or two dots
of a Skill for a chapter, limited by the cap imposed by
Your character knows they are destined for greatness. their current Sekhem.
When spending Willpower to enhance a roll, the character
retains the Willpower point on an exceptional success. When • The Arisen benefits from a Soul Affinity they don’t
using their final Willpower point to enhance a roll, the char- currently possess for a number of scenes equal to the
acter may find a new reserve of inner strength, resolving this associated Pillar’s rating.
Condition to fully replenish their Willpower. • The mummy gains access to an Utterance currently
Possible Sources: The Trials of Duat unknown for the remainder of the scene.
Resolution: Use the Condition for its benefit.
The benefits of this Condition end immediately when the
duration lapses or when the Arisen loses a dot of Memory.
Arisen with Memory 8 or higher double the duration.

Conditions 351
Possible Sources: The Trials of Duat. At the Storyteller’s • Mummies suffer a +2 bonus to Descent rolls.
discretion, this Condition may occur when the mummy gains a
dot of Memory or is exposed to unusual temporal phenomena. • Mummies suffer a –2 penalty when attempting to
activate or draw Sekhem out of a relic or vestige.
Resolution: Use the Condition for its benefit. Losing a dot
of Memory removes the Condition without a Beat. • All characters are subject to additional effects as per the
specific manifestation emanating through the region.
EDDY Possible Source: A Judge crowned a benbenet to exert
(TIMELESS) their will over the region.
Beat: Fail an Integrity check or succeed at a Decent roll.
Your character is caught in a time eddy, swirling slower Resolution: Kill or remove the Crown Condition from
than the main time currents, though most creatures within the Judge’s benbenet.
have no awareness that time passes more slowly for them. Your
character can divorce himself from the slower time by spend-
ing 1 Pillar point, after which he appears to move faster than EMBARRASSING SECRET
everything around him. For the remainder of the scene, the
character can apply Defense against ranged attacks, may add Your character has a secret that could come back to haunt
his Defining Pillar to his Speed and Initiative characteristics, him. If this secret gets out, he could be ostracized or maybe
as well as to Resistance Attributes (such as Defense) where even arrested. If the secret gets out, this Condition becomes
superior speed would help avoid harm. This Condition fades the Notoriety Condition (below).
without a Beat if the mummy leaves the altered time flow. Resolution: The secret gets out.
Possible Sources: Achieving exceptional success on a
‘Feeling the Flow’ test while in a time eddy.
Resolution: The character completes his Descent and ENERVATED
returns to Duat. (PERSISTENT)
Beat: The character completes his Descent at time’s
mandated pace without taking advantage of this Condition. The character is in the second stage of soul loss. Her in-
stinctive efforts to shore up her Willpower by giving into her
urges have failed, her Integrity has gone and her Willpower is
EFFORTLESS EFFORT now fading. In addition to the effects of Soulless, she can no
longer regain Willpower through her Virtue, only her Vice.
Your character’s cult turns minor successes into significant Indulging herself brings diminishing returns — whenever she
advantages. When rolling to complete a task, you may shed does so, her permanent Willpower drops by one dot before she
this Condition to generate an extra point of Effort. regains Willpower points to the new maximum.
Possible Source: Achieving an exceptional success on a Possible Sources: Soul loss.
Cult Action Task. Resolution: The character regains her soul.
Resolution: Use the Condition for its benefits. Beat: Lose a dot of permanent Willpower.

EMANATION FALSE MEMORIES


(PERSISTENT)
The way you remember things doesn’t match up with how
A Judge makes their presence known in the area, punishing they happened. You might remember a son who didn’t exist,
all transgressing against its will. Any character in the area of your alcoholic father abusing you despite being raised an
an emanation are subject to the following effects: orphan, or never getting married. You believe your memories
to be true no matter what; even conclusive proof has a hard
• Mortals suffer a –2 penalty on Integrity checks. time getting through to you.
• Mortals suffer a Breaking Point when committing the Possible Sources: Failing the Trials of Duat, losing
sin the Judge causing the emanation presides over. Memory.

352 Appendix: Conditions and Tilts


Resolution: Face proof that your memory is false and
succeed at the breaking point. FORGOTTEN SKILL
Beat: Your character trusts someone or takes a risky action (PERSISTENT)
based on his faked memories alone.
Your character’s decaying memory diminishes one of your
FAR-REACHING Skills. The Skill functionally has no dots, and rolls involving
the Skill suffer the untrained penalty. The character may re-
solve this Condition to upgrade a failed roll to a single success,
Your character’s cult makes inroads with politicians,
or a success to an exceptional success. This Condition fades
business owners, and community leaders. You may shed this
without a Beat upon falling to henet.
Condition to benefit from a +3 bonus on a Reach roll.
Possible Sources: Beginning a new Descent.
Possible Source: Achieving an exceptional success on a
Cult Action Task. Resolution: Use the Condition for its benefit.
Resolution: Use the Condition for its benefits. Beat: Suffering a dramatic failure with the affected Skill.

FATIGUED FRIGHTENED
Your character is utterly exhausted. Every six hours, you Something’s scared you to the point where you lose rational
must make a Resolve + Stamina roll to avoid passing out. Even thought. Maybe you’ve just looked down at a hundred-story
if successful, you suffer a cumulative −1 penalty to all dice drop, or seen a tarantula the size of your fist crawling up your
pools, including rolls to stay awake. Long periods of strenuous leg. Whatever the case, you need to leave right now. Your
activity, such as fighting, increase the penalty to −2 or −3. only priority is getting the fuck away from the thing that’s
Ordinary humans pass out automatically once they’ve been frightened you — to hell with your stuff, your friends, and your
awake for a number of days without sleep equal to the lower allies. If someone tries to stop you from escaping, you fight your
of their Resolve or Stamina. Once a character passes out, they way past them. You can’t approach the source of your fear or
remain asleep for 8 hours plus 1 for each six hour period they act against it — and if the only way out involves going near
remained awake. Attempts to rouse them suffer a penalty equal the source of your fear, you collapse on the ground in terror.
to that suffered by the character before passing out. Supernatural creatures prone to loss of control must roll to
avoid doing so. This Condition lasts until the end of the scene;
Possible Source: Staying awake for 24 hours, being dosed
suppressing its effects for a turn costs a point of Willpower.
with a sedative or anesthetic.
Resolution: The character escapes from the source of his fear.
Resolution: Sleeping, as described above.

FLAGGED FUGUE
(PERSISTENT)
Whether it is a cultist ringing a bell or laser detector,
something alerts the location’s security, such as tomb guard- Something terrible happened. Rather than deal with it
ians, that your character is somewhere she shouldn’t be. Your or let it break her, your character’s mind shuts it out. She is
character suffers a –3 penalty to any rolls to hide from, evade, prone to blackouts and lost time. Whenever circumstances
or deceive security personnel. become too similar to the situation that led to her gaining this
Condition, roll Resolve + Composure. If you fail the roll, the
Possible Source: A Dramatic Failure within a secure
Storyteller controls your character for the next scene; your
location, such as a tomb.
character, left to her own devices, seeks to avoid the conflict
Resolution: Disable the alarm system, evade detection, and get away from the area.
or convince security you have clearance.
Resolution: Regain a dot of Integrity, lose another dot of
Integrity, or achieve an exceptional success on a breaking point; for
mummies, regain a dot of Memory or lose another dot of Memory.
Beat: Your character enters a fugue state as described
above.

Conditions 353
Possible Source: Suffering a dramatic failure on a Cult
GEOMETRIC ALIGNMENT Action Task.
Resolution: Banish or punish the cult’s upper echelons
Your character auspiciously redirects Sekhem toward her tomb. for their incompetence.
When an attack damages your tomb, you may shed this Condition
instead of losing a point of Geometry, Perils, or Provisions.
Possible Source: Succeeding at the Trials of Duat; manip-
HERESY
ulating the flow of Sekhem in your tomb’s vicinity.
(PERSISTENT)
Resolution: Use the Condition for its benefits.
A contradictory, potentially blasphemous belief spreads in the
cult. The cult gains a temporary Doctrine describing their specific
GOING WESTWARD heresy. When the cult indulges in the heresy and uses it to gain a Cult
Beat, the Storyteller notes it. All cult action tasks become contested
actions with a dice pool of (Attribute + Dominance) versus (the
Eternal life does not mean eternal health. Given the right
number of Cult Beats generated from the heretical Doctrine). If the
circumstances — or the wrong sorcerer’s anger — even immortal
Heresy wins, it receives Effort instead of the cult action. If the Heresy
bodies break down. Your character’s body is failing and she suffers a –3
has more Effort than the cult action after all tasks are resolved, the
penalty to all Physical rolls, along with a –1 penalty to all other rolls.
Storyteller replaces one of the cult’s Doctrines with the Heresy.
Possible Source: The source of your character’s immor-
Possible Sources: The cult’s Fidelity track fills with
tality becomes corrupted.
aggravated damage. The Shaken Faith condition worsens.
Resolution: Sacrifice an innocent life or consume Sekhem The cult experiences a supernatural epiphany without the
from a mummy to renew your immortality. characters present.
Resolution: The cult falls into mutiny. The heretical
GRACEFUL DESCENT faction of the cult is destroyed. The heresy is adopted as a
new Doctrine.
Beat: The cult advances the heretical Doctrine.
Sekhem flows through your character’s sahu, staving off
the Descent. When making a Descent roll, you may shed this
Condition to benefit from a –3 penalty to the roll.
IDENTITY CRISIS
Possible Source: Succeeding at the Trials of Duat.
Resolution: Use the Condition for its benefits. Your character’s memories and identity have been addled,
leaving them uncertain as to who they truly are. Rolls for
Integrity or Memory breaking points suffer a −2 penalty. Any
GUILTY time the character acts on their Balance, Burden, Virtue, or
Vice, they must succeed at a Resolve roll to recover Willpower.
Your character is experiencing deep-seated feelings of Failure on this roll inflicts a −1 penalty on all actions until
guilt and remorse. This Condition is commonly the result of a the character successfully regains Willpower.
successful Breaking Point roll for mortals (p. 192). While the Possible Sources: Fiendish influence, complications due
character is under the effects of this Condition, he receives to Memory Bleed.
a −2 to any Resolve or Composure rolls to defend against
Resolution: Achieving an exceptional success, or gaining
Subterfuge, Empathy, or Intimidation rolls.
a dot of Integrity or Memory.
Resolution: The character confesses his crimes and makes
restitution for whatever he did.
IMPASSIONED SHADE
HAPHAZARD CULTISTS Entrusted with duties by an Arisen sovereign, the ephem-
eral entity finds itself infused with renewed vitality. As long
Coordination within your character's cult is all but impos- as it works toward the task’s completion, the mission serves as
sible, preventing them from achieving their potential. Reduce an Anchor. They suffer the effects of the Obsession Condition
the cult’s Task limit by 1. toward their mission’s completion.

354 Appendix: Conditions and Tilts


Possible Sources: A mission bestowed upon an invested
ephemeral entity or certain supernatural powers. IRON GRASP
Resolution: Completing the mission. Losing their invested
Pillar or the revocation of their orders causes it to fade. Not even the most heinous actions give your cult pause
when they enact your will. You may shed this Condition to
benefit from a +3 bonus on a Grasp roll.
INFORMED Possible Source: Achieving an exceptional success on a
Cult Action Task.
Your character has a breadth of research information based Resolution: Use the Condition for its benefits.
on the topic she investigated. When you make a roll relating
to the topic, you may choose to resolve this Condition. If you
resolve it and the roll fails, consider it to have a single success. ISOLATED
If it succeeds, consider it an exceptional success.
The roll that benefits from the Informed Condition can be Your character’s cultists do not appreciate others meddling
any relevant Skill roll. For example, a character with Informed in their business, even when an allied cult tries to help them.
(Werewolves) might gain its benefits when using researched Outsiders cannot assist your cult during Cult Actions.
information to build a silver bear trap with the Crafts Skill. Possible Source: Suffering a dramatic failure on a Cult
Combat rolls cannot benefit from this Condition. Action Task.
Example Skills: Academics, Investigation, Occult, Resolution: Suffer 2 lethal Fidelity damage to purge this
Science xenophobia.
Resolution: Your character uses her research to gain
information; you resolve the Condition as described above.
LEVERAGED
INSPIRED Another character has blackmailed, tricked, convinced, or oth-
erwise leveraged you into doing what they wish. You may have the
Your character is deeply inspired. When your character Leveraged Condition multiple times for different characters. Any
takes an action pertaining to that inspiration, you may resolve time the specified character requests something of yours, resolve this
this Condition. An exceptional success on that roll requires Condition if your character does as requested without rolling to resist.
only three successes instead of five, and you gain a point of Example Skills: Empathy, Persuasion, Subterfuge
Willpower.
Resolution: Your character may either resolve the
Example Skills: Crafts, Expression Condition by complying with a request as above, or if you
Resolution: You spend inspiration to spur yourself to apply the Leveraged Condition to the specified character.
greater success, resolving the Condition as described above.

LOST
INTOXICATED
Your character has no idea where she is, or how to reach
Your character is drunk, drugged, or otherwise dulled to her target. She cannot make any headway toward her goal
the world around her. While she’s probably not hallucinating, without first navigating and finding out where she is. This
her inhibitions and reactions are lower than they should be. requires a successful Wits + Streetwise action (in the city)
Your character suffers a −2 penalty to Dexterity and Wits or Wits + Survival action (in the wilderness).
dice pools. Characters using Social Maneuvering against her Resolution: Abandoning the goal, successfully navigating.
face two fewer Doors than usual.
Possible Sources: Heavy drinking or drug use.
Resolution: You sleep it off or face a breaking point. LUMINOUS PILLARS
Your character’s soul has been fortified through the trials
it has endured, their Pillars blazing with vitality. Attempts to

Conditions 355
locate the mummy through supernatural means gains a one • Your character knows some things, but not all, known
die bonus. The character may resolve this Condition in place to the other personality, at the Storyteller’s discretion.
of a losing a Pillar dot, or at any time to completely restore Recalling specific memories from the other personality
all Pillars. requires a Memory roll for mummies or an Intelligence
Possible Sources: The Trials of Duat roll for mortals.
Resolution: Use the Condition for its benefit. • Due to conflicting identities, rolls for Integrity or
Memory breaking points suffer a −2 penalty.
MADNESS • Whether disoriented by whirlwind visions of a strange
(PERSISTENT) new world or haunted by a sense of impending doom
from an ancient soul arising within, your character
Your character saw or did something that jarred her loose regains no Willpower from rest.
from reality. This isn’t a mental illness born of brain chemistry —
• Your character does not suffer the untrained penalty for
that, at least, might be treatable. This madness is the product of
any Skill possessed by the secondary personality, unless
supernatural tampering or witnessing something that humanity
they also suffer from the Forgotten Skill Condition.
was never meant to comprehend. The Storyteller has a pool
of dice equal to 10 − (character’s Integrity or Memory). Once • Your character gains an additional short-term
per chapter, the Storyteller can apply those dice as a negative Aspiration and an additional long-term Aspiration
modifier to any Mental or Social roll made for the character. from the secondary personality.
Resolution: Regain a dot of Integrity, lose another dot
of Integrity, or achieve an exceptional success on a breaking • Your character gains an additional Balance and Burden
point; for mummies, regain a dot of Memory or lose another or Virtue and Vice related to the secondary personality.
dot of Memory.
• Affinities immediately function normally. Each
Beat: You fail a roll because of this Condition. Utterance requires a Willpower point the first time it
is used after receiving this Condition.
MEGALOMANIACAL • On any dramatic failure, the character suffers the
Identity Crisis Condition in addition to any other
Your character seeks to emulate the Judge’s example to effects.
make up for their failures before them in Duat, blinding him
Possible Sources: Melding of souls.
to danger his actions expose others to. Your character auto-
matically fails any actions using the Empathy Skill and gains Resolution: Gain a dot of Memory, or return to henet.
Selfish as an additional Burden. Upon resolution, the personalities fuse into an amalgam of
the two, with the player deciding relative dominance.
Possible Source: Failing the trials of Duat.
Beat: The character acts in a manner consistent with
Resolution: Place your cult in harm’s way and have them
the secondary personality, rather than their own, to their
take aggravated Fidelity damage as a result.
detriment.

MEMORY BLEED MIRAGE


(PERSISTENT)
(TIMELESS)
Your character’s soul is fusing with another, and their
memories and identity are not entirely their own. A cultist Your character is experiencing a mirage, where events in
senses the eldritch presence of an eternal horror inexorably the present resonate with similarities in the past and future,
rising within, slowly subsuming their soul into itself. A mummy interposing their own sensory impressions over the experience
scrambles to find purchase in the world, anchoring themselves of the moment. The character can choose to focus on the
within the memories of their cultist. The two personalities mirage to gain better insight into herself, her own actions and
slowly meld into one. The primary personality is the character the events unfolding around her. She takes an instant action
the player chooses. to resolve this Condition and can use the equivalent of the
Common Sense Merit (p. 109) that achieved an exceptional

356 Appendix: Conditions and Tilts


success. She must ask the questions of the Storyteller within
this scene. This Condition fades without a Beat if the mummy OBSESSION
leaves the altered time flow. (PERSISTENT)
Possible Sources: Achieving exceptional success on a
‘Feeling the Flow’ test while in a time mirage. Something is on your character’s mind and she just can’t
Resolution: Use the Condition for its benefit or complete shake it. She gains the 9-again quality on all rolls related to
the Descent and return to Duat. pursuing her obsession. On rolls that are unrelated to her
Beat: The character completes her Descent without taking obsession, she loses the 10-again quality. Obsession can be a
advantage of this Condition. temporary Condition per Storyteller approval.
Resolution: The character sheds or purges her fixation.

MISMANAGED
OMINOUS
Your character’s cult is inefficient due to a stifling bureau- (PERSISTENT)
cracy, uninspiring leaders, or a general malaise among the
cultists. All the cultists’ attempts to generate Effort suffer a Bizarre phenomena and strange omens haunt your char-
–2 penalty. acter’s steps. Your character seems to be a harbinger of doom,
Possible Source: Suffering a dramatic failure on a Cult drawing blame for the slightest misfortunes. Your character
Action Task. gains the 9-again effect on Intimidation rolls, but suffers a −2
Resolution: Achieve a success when generating Effort. penalty on other Social rolls.
Possible Sources: Supernatural curses
Resolution: Remove the curse or overcome its source.
MUTE Beat: The character is shunned or attacked because of
this Condition.
Your character cannot speak. Any communication must
be done through writing, gestures, or hand signs. Illness,
injury, or supernatural powers can inflict this Condition on PRECIPITOUS DESCENT
a temporary basis.
Resolution: The character regains her voice through Your character’s life is fleeting, their Sekhem barely
mundane or supernatural means. clinging to their sahu. For purposes of Descent intervals and
Beat: Your character suffers a limitation or communication Descent rolls, your Sekhem is considered one higher than
difficulty that heightens immediate danger. its rating.
Possible Sources: The Trials of Duat
NOTORIETY Resolution: Returning to henet. Cannibalizing a relic,
which provides no Sekhem.
Whether or not your character actually did something
heinous in the past, the wrong people think he did and now RELENTLESS
he’s ostracized by the general public. Suffer a −2 on any Social (PERSISTENT)
rolls against those who know of his notoriety. If using Social
Maneuvering (p. 191), the character must open one extra
Your character’s foe cannot escape the mummy’s wrath.
Door if his target knows of his notoriety.
Your character always knows in which direction her target
Example Skills: Socialize, Subterfuge resides, although not their distance. Your character suffers
Resolution: The story is debunked or the character’s the effects of the Obsession Condition toward finding and
name is cleared. eliminating their target. While doing so, the character benefits
from 2 Armor effective against all damage sources except fire.
Possible Sources: Supernatural curses. Some relics trigger
this Condition in a mummy when stolen from their tomb.

Conditions 357
Resolution: Slaying the target. If this Condition results from along at time’s dictated pace, he can somewhat divorce himself
a cursed relic stolen from a mummy’s tomb, it doesn’t resolve from the faster time flow when his actions must be protracted
until the item is reclaimed, instead shifting the target to the next yet precise. When undertaking extended actions, your character
person who came in contact with the relic when one is slain. gains exceptional success on three successes instead of five. He
Beat: The character fails their other duties while pursuing may also take an additional roll past his maximum if required,
their target. at a cost of 1 Pillar point per roll. This Condition fades without
a Beat if the mummy leaves the altered time flow.
Possible Sources: Achieving exceptional success on a
REPRESSION ‘Feeling the Flow’ test while in a time rip.
Resolution: The character completes his Descent and
Memory can be a heavy burden. The Arisen’s service to the returns to Duat.
Judges is so much easier if they ignore the past and their sense Beat: The character completes his Descent at time’s
of self. Your character automatically fails any rolls involving mandated pace without taking advantage of this Condition.
the Academics Skill.
Possible Source: Failing the trials of Duat.
Resolution: Take an action so self-destructive it causes SHAKEN
your character to lose Memory.
Something has severely frightened your character. Any
time your character is taking an action where that fear
RIP might hinder her, you may opt to fail the roll and resolve this
(TIMELESS) Condition.
Example Skills: Brawl, Firearms, Intimidation, Weaponry
Your character is caught in a time rip, dragging along faster Resolution: The character gives into her fear and fails a
than other flows. Though your character must mostly follow roll as described above.

358 Appendix: Conditions and Tilts


the group or complicates things (she goes off alone to investi-
SHAKEN FAITH gate a strange noise, stays up all night researching, runs away
instead of holding her ground, etc.).
(PERSISTENT)

The cult is troubled, and questions everything it believes STEADFAST


in. Whenever cult members fulfill the cult’s Virtue, they
only regain a single point of Willpower. At the start of each
Your character is confident and resolved. When you’ve
chapter, the Storyteller rolls (10 – Dominance) and keeps any
failed a roll, you may choose to resolve this Condition to in-
successes. When she accumulates 10 successes, replace this
stead treat the action as if you’d rolled a single success. If the
condition with the Heresy condition. If another action inflicts
roll is a chance die, you may choose to resolve this Condition
this condition a second (or subsequent) time, immediately
and roll a single regular die instead.
replace it with the Heresy condition.
Resolution: Your character’s confidence carries him
Possible Sources: The cult learns that one of its leaders
through, and the worst is avoided; the Condition is resolved
violated a Doctrine. The cult’s Fidelity track is filled with
as described above.
bashing damage.
Resolution: The cult gains a dot of Dominance. The
problem worsens, and the cult gains the Heresy Condition. SWOONED
SOULLESS Your character is attracted to someone and is vulnerable
where they are concerned. He may have the proverbial “but-
(PERSISTENT) terflies in his stomach” or just be constantly aware of the object
of his affection. A character may have multiple instances of
The character is in the first stage of soul loss. Without a this Condition, reflecting affection for multiple characters.
soul, she can’t attempt abjuration, warding, or binding. She is He suffers a −2 to any rolls that would adversely affect the
also more susceptible to possession — any dice pools to resist specified character, who also gains +2 on any Social rolls
being taken over by another entity are at a –2 die penalty. The against him. If the specified character is attempting Social
effects on Integrity and Willpower, though, are more severe. Maneuvering on the Swooned character, the impression level
For as long as she has this Condition, she does not regain is considered one higher (maximum of perfect; see p. 191).
Willpower through surrender or rest, and her use of Virtue and Example Skills: Persuasion, Subterfuge
Vice is reversed — she may regain one Willpower point per
Resolution: Your character does something for his love
scene by fulfilling her Virtue without having to risk herself, and
interest that puts him in danger, or he opts to fail a roll to
regains full Willpower once per chapter by fulfilling her Vice
resist a Social action by the specified character.
in a way that poses a threat to herself. Regaining Willpower
through Vice, though, is now a breaking point with a –5 die
penalty unless the character has reached Integrity 1.
SYBARIS
Possible Sources: Soul loss. (STAGE ONE — UNEASE)
Resolution: The character regains her soul.
Beat: The character loses Integrity because she indulged The mummy’s presence fills the victim with existential
her Vice. dread, which investigating the occult alleviates. The mum-
my reduces the number of Doors she has to open in Social
Maneuvering against the victim by one, but suffers a –2
SPOOKED penalty to avoid the victim’s attention.
Possible Source: Exposure to Sybaris triggers (p. 202).
Your character has seen something supernatural — not
Resolution: Stay away from the mummy causing this
overt enough to terrify her, but unmistakably otherworldly.
Condition for at least a week; join the mummy’s cult; interpret
How your character responds to this is up to you, but it cap-
a Sybaritic Omen.
tivates her and dominates her focus.
Beat: Once a session, the player of the mummy inflicting
Resolution: Resolve this Condition when your character’s
this condition can take a Beat by choosing one of the following:
fear and fascination causes her to do something that hinders

Conditions 359
• The victim gains the Informed Condition with regards Beat: Once a session, the player of the mummy inflicting
to the mummy. this condition can take a Beat by choosing one of the following:

• The victim gains the Obsession condition with regards • A fiend from Duat possesses the victim.
to one of the mummy’s relics.
• Any scene the victim is in gains the Unhallowed
• The victim gains the Dead Dreamer Condition. Ground tilt.

• The victim identifies a member of the mummy’s cult. • The victim aims to thwart the mummy’s cult. He stops
at nothing to investigate the cult’s current goals and
do everything he can to sabotage them.
SYBARIS • The victim steals one of the mummy’s vessels with the
(STAGE TWO — TERROR) intent of destroying it.

Fear consumes the victim, who perceives the mummy as a


walking nightmare. When attempting to intimidate or terrify THRALL
the victim, the mummy achieves an exceptional success on (PERSISTENT)
three successes but suffers a –3 penalty to all other Social rolls
against the victim.
The character has fully succumbed to the effects of
Possible Source: Upgrading from Unease Sybaris, expo- soullessness. She may not spend Willpower points for any
sure to the Malignant. reason, may not use her Defense in combat, may not spend
Resolution: Stay away from the mummy causing this Experiences, and suffers all the effects of the Broken Condition
Condition for at least two weeks; join the mummy’s cult; (p. 348) as well. The player should only continue playing a
interpret a Sybaritic Omen. character with this Condition if there’s a chance of regaining
Beat: Once a session, the player of the mummy inflicting the soul.
this condition can take a Beat by choosing one of the following: Possible Sources: Soul loss.
• The victim flees in terror from the mummy, and their Resolution: The character regains her soul.
sudden panic causes others in the scene to do the same. Beat: The character is victimized as a result of her
Any attempt to prevent this flight results in the victim Condition.
becoming violent.

• The victim attacks the mummy at an inconvenient WANTON


moment.

• The victim draws negative attention to the mummy’s cult. Your character wants for the sake of wanting. He’s distract-
ed with temptations of excess and indulgence. Any Composure
• The victim steals one of the mummy’s vessels. or Resolve rolls to resist temptation suffer a –2 die penalty. As
well, the character that brought forth this Condition achieves
exceptional success on three successes instead of five when
SYBARIS making any rolls to tempt your character.
(STAGE THREE — DESECRATION) Resolution: Indulge in something that constitutes a
breaking point.
The victim perceives the mummy as a dark god, so blood-
soaked and terrible they are unable to respond to the mummy
except with immediate flight or violence. This reduces the
WHIRLPOOL
mummy to a chance die on all Social rolls against the victim. (TIMELESS)
Possible Source: Upgrading from Terror Sybaris.
Your character is caught in a time whirlpool, spinning a
Resolution: Stay away from the mummy causing this
recursive loop that always returns to the potential where it
Condition for at least a month; join the mummy’s cult; in-
started. Though your character must ‘reset’ with events as
terpret a Sybaritic Omen.

360 Appendix: Conditions and Tilts


dictated by the whirlpool’s individual parameters, he can Effect: All ghosts in the affected area gain the Materialized
somewhat divorce himself and take advantage of his timeless Condition. Dramatic failures in this area drag characters
nature. By spending 1 Sekhem, the character can ‘set’ the (including mortals and mummies) into Twilight.
outcome of an action or challenge within the loop. Thereafter, Causing the Tilt: An Abara emerges from Twilight; an
each time this event occurs in the loop it must meet the Amkhat returns to Twilight.
outcome dictated by the mummy. The Arisen can withdraw
Ending the Tilt: The tilt lasts for one hour per Rank of
this direction without cost, but doesn’t regain the Sekhem.
the Amkhat creating this Tilt.
The character can set as many events as she wishes as long as
she can spend Sekhem to sustain them. This Condition fades
without a Beat if the mummy leaves the altered time flow. ARM WRACK
Possible Sources: Achieving exceptional success on a
‘Feeling the Flow’ test while in a time whirlpool. Personal
Resolution: The character completes his Descent and Description: The character’s arm is painfully (and debil-
returns to Duat. itatingly) injured.
Beat: The character completes his Descent without taking Effect: The affected character drops whatever they’re
advantage of this Condition. holding in that arm and can’t use it to attack opponents. If
this effect spreads to both limbs, roll only a chance die on any
ZEALOUS rolls that require manual dexterity, and take −3 to all other
Physical actions.
Causing the Tilt: Supernatural power or targeted blow
Your character’s cult takes joy in their work and achieves
(−2).
more than less dedicated cults. At the beginning of a Cult
Action, you may shed this condition to generate a number of Ending the Tilt: Mark an X under the leftmost Health
Tasks for that Action equal to Complexity + 1. Your charac- box affected by the attack. The Tilt ends when the damage
ter’s cultists benefit from a +1 bonus when rolling to generate that caused it has healed.
Effort for those Tasks.
Possible Source: Achieving an exceptional success on a
Cult Action Task.
AVALANCHE
Resolution: Use the Condition for its benefits. Environmental

TILTS Description: A rockslide, mud slide, or veritable wall of


snow or similar material is careening down a mountainside

T ilt Factors are qualities that modify a Tilt, allowing for


altered or added effects to apply. A character suffering the
Deadly Swarm Tilt takes lethal instead of bashing damage,
or other incline toward you.
Effect: Each turn your character is within the avalanche’s
reach, he takes a point of lethal damage from the force. Unless
while the Venomous Swarm Tilt inflicts bashing damage as well he also succeeds in a Dexterity + Athletics roll, he’s also
as the Poison Tilt. Under some circumstances, multiple Factors moved along by the wave of material at the avalanche’s Speed.
may apply, so a swarm with the Harmless and Ravenous This may have its own detrimental effects — if you are swept
Factors consume massive amounts of vegetation while leave off a cliff, for instance, you have a lot more to worry about
people and animals distracted but completely unharmed. than some rocks rolling down a mountain at you.
Causing the Tilt: A loud noise in a snowy pass might
AMKHAT’S CURSE break enough snow loose, or selecting the right boulders on
a rocky slope may do the trick.
Environmental Ending the Tilt: Avalanches continue until they run out
of momentum or material.
Description: When returning to Twilight, Amkhata
unleash a torrent of occult energy that solidifies ghosts and
turns the unwary into ephemera.

Tilts 361
Every four inches of snow applies a −1 penalty to appro-
BEATEN DOWN priate Physical rolls, including combat rolls.
Causing the Tilt: For the most part, the weather is out of
the characters’ control.
Personal
Ending the Tilt: Without supernatural powers, characters
Description: The character has had the fight knocked
can’t end a blizzard. Proper equipment (such as goggles and snow
out of him.
boots) can add +1 to +3 to a roll, offsetting some of the penalties.
Effect: The character cannot take active part in the
fight without extra effort. The player must spend a point of
Willpower each time he wants the character to take a violent CHARNEL GROUND
action in the fight. He can still run, Dodge, and apply Defense.
Causing the Tilt: The character suffers bashing damage Environmental
in excess of his Stamina or any amount of lethal damage. Description: Bloody gods demand bloody offerings, so
Ending the Tilt: The character surrenders and gives the aggres- hearts fill with murder and knives cut a bit deeper.
sor what he wants. At this point, the character regains a point of Effect: All sources of damage deal an extra point of
Willpower and takes a Beat, but can take no further action in the fight. damage.
Causing the Tilt: Triggering a Peril within a tomb; a fiend
BLINDED lingering in the area.
Ending the Tilt: The tilt generally lasts one scene.
Personal
Description: The character’s eyes are damaged or COLLAPSING CEILING
removed.
Effect: The character suffers a −3 penalty to any rolls Environmental
that rely on vision. Increase to −5 and loss of all Defense if
both eyes are affected. Description: The roof caves in, filling the area with falling
wreckage. This tilt can represent any scene with fast moving
Causing the Tilt: The normal way to inflict the Tilt is objects, such as busy street pedestrians are trying to cross or
to deal damage to the target’s eyes, a specified attack with boulders chasing tomb robbers.
a −5 penalty (see Specified Targets, p. 94, Chronicles of
Darkness). An attacker can inflict temporary blindness by Effect: Half each character’s Speed as falling debris gets
slashing at her opponent’s brow, throwing sand into his eyes, in everyone’s way. Characters take between one and three
or kicking up dirt. This requires an attack roll of Dexterity + points of lethal damage per turn, which a successful Dexterity
Athletics with a −3 penalty. (Defense applies.) If the attack + Athletics roll downgrades to bashing damage and an ex-
succeeds, the target is Blinded for the next turn. ceptional success negates entirely.
Ending the Tilt: Mark an X under the leftmost Health Causing the Tilt: Structural damage to a building; trig-
box affected if the attack does damage. Aggravated damage gering a Peril in a mummy’s tomb.
causes the eye to lose vision permanently. Otherwise, the Tilt Ending the Tilt: Most ceilings don’t contain enough ma-
ends when the damage that caused it is healed. terial to collapse for more than a few turns, but large buildings
and underground structures can collapse for a scene. The tilt
ends when the ceiling disintegrates or stabilizes.
BLIZZARD
Environmental CONCEALED PIT
Description: Heavy snowfall carpets the ground and is
Environmental
whipped up by howling winds into a barrage of whirling white.
Effect: Rolls to see things close to the character’s person Description: False floors hiding pits to contain intruders
suffer a −1 penalty. Each additional 10 yards/meters inflicts fill this area. This tilt can also represent an area where the floor
an additional −1 penalty (cumulative) on all visual Perception cannot bear weight, such as deep snow or a collapsing building.
rolls. This penalty also applies to ranged attacks.

362 Appendix: Conditions and Tilts


Effect: Failures in this area inflict one point of bashing Ending the Tilt: Deafness caused by loud noises fades
damage and halves the character’s speed on their next turn after (10 − the victim’s Stamina + Resolve) turns. Mark an
as they climb out of the pit. Dramatic failures inflict one point X under the leftmost Health box affected if the attack does
of lethal damage along with the Leg Wrack Tilt. damage. Aggravated damage causes permanent hearing loss
Factor (Deep): Deep pits increase the damage done to two in the affected ear or ears. Otherwise, the Tilt ends when the
points of bashing damage on a failure and reduces the charac- damage that caused it is healed.
ter’s speed to zero on their next turn as they climb out of the pit.
Factor (Oubliette): The pit is specially constructed to
keep its victims from escaping. Victims are unable to leave
DRUGGED
the pit without specialized equipment or the help of someone
outside the oubliette. Personal
Factor (Spiked): Concealed spiked pits increase the dam- Description: The character’s mind is addled by mind-al-
age done to one point of lethal damage on a failure and one tering substances.
point of aggravated damage on a dramatic failure. Effect: A generic narcotic can be represented with one
Causing the Tilt: Triggering a Peril within a tomb. set of modifiers; the character suffers a −2 modifier to Speed
(and static Defense, if used) and a −3 penalty to all rolls in
Ending the Tilt: The pits built into this area are perma-
combat. The character ignores wound penalties.
nent. Only leaving the area ends this tilt.
Causing the Tilt: If the character has chosen to take
drugs, he suffers their effects. To administer drugs to another
DARK WATERS character is a Dexterity + Weaponry attack, suffering a −1
modifier for the improvised weapon.
Environmental Ending the Tilt: A generic narcotic lasts for (10 – the vic-
tim’s Stamina + Resolve) hours. Medical help halves this time.
Description: Crocodiles guarded the moats of Irem, but
away from the Nile, the Dead and the Lifeless take their place.
Effect: Amkhata and ghosts touching this water gain the EARTHQUAKE
Materialized Condition.
Factor (Fiendish): Duat Fiends gain the Materialized Environmental
Condition instead.
Description: Everything shudders and shakes, and rents
Factor (Obverse): Characters touching these waters are tear the ground wide open.
pulled into Twilight.
Effect: When the earthquake’s actually occurring, all
Factor (Spiritual): Spirits gain the Materialized Condition instead. Dexterity-based dice pools (and Defense) suffer a −1 to −5
Causing the Tilt: Triggering a Peril within a tomb. penalty. Characters take between 1 and 3 points of lethal
Ending the Tilt: The tilt generally lasts one scene. damage per turn of the earthquake’s duration. A reflexive
Stamina + Athletics roll downgrades that damage to bashing
— or cancels it on an exceptional success.
DEAFENED Causing the Tilt: Without tremendous supernatural pow-
er, it’s almost impossible to cause an earthquake. A powerful
Personal explosion could create the same effect.
Description: The character can’t hear. Ending the Tilt: Earthquakes are quick events. It’s very
rare for one to last more than a minute (20 turns).
Effect: If the character is deaf in one ear, he suffers a −3
penalty to hearing-based Perception rolls. A character struck
deaf in both ears only gets a chance die on such rolls, and
suffers a −2 penalty to all combat-related dice rolls.
EXTREME COLD
Causing the Tilt: A particularly loud noise within 10 feet
Environmental (sometimes Personal)
of the character may cause temporary hearing loss, as though
the character were deaf in both ears. Alternatively, a targeted Description: Bone-chilling winds bite through the char-
attack on the ear — at a −4 penalty — can deafen a character. acter, or trudging through knee-deep snow takes all of the
sensation from his limbs.

Tilts 363
Effect: When the temperature is below freezing, characters
can’t heal bashing damage. Supernatural beings and characters FROZEN TIME
who heal faster than normal halve their normal healing rate.
For every hour that a character is affected, he accrues a −1 Environmental
penalty to all rolls. When that penalty hits −5, he instead
suffers a point of lethal damage per hour. Description: Light glimmers eerily in the air as movement in
the world grinds to a halt, the hourglass sands freezing mid-fall.
Causing the Tilt: A frozen environment, a walk-in freezer,
etc. Effect: Affected objects and individuals are immobile and
immune to all harm, but unconscious of events occurring
Ending the Tilt: Find a source of warmth or warm clothing. around them.
A character with hypothermia requires medical attention.
Factor (Ageless): Within the affected area, time seems
to flow normally on the surface, but the people and objects
EXTREME HEAT within neither age nor decay. Residents never notice beyond
an odd sense of déjà vu, largely ignorant of the world passing
around them or their own unchanging state.
Environmental (sometimes Personal)
Factor (Dragging): Time moves impossibly slowly. Affected
Description: The character might be stumbling through
objects and individuals may be moved by those unaffected by
the desert with the sun beating down on him, or running
the Tilt, cancelling any of the subject’s previous momentum.
through the steam tunnels surrounding an old boiler room.
Moving a thinking being gives them a reflexive Resolve roll
This Tilt can also be the result of a debilitating fever.
to shrug off the Tilt. A moving object’s momentum may be
Effect: Characters can’t heal bashing damage. Supernatural redirected with a Wits + Athletics roll, allowing a character
beings and characters with faster than normal healing, instead to carefully adjust the trajectory of an object to follow a new
halve their normal healing rate. For every hour that a char- course. Any injury to a person affected by this Tilt inflicts only
acter is continuously affected by this Tilt, he accrues a −1 one point of damage, immediately ending it for that individual.
penalty to all rolls. When that penalty hits −5, he instead
Causing the Tilt: Bizarre mystical occurrences.
suffers a point of lethal damage per hour.
Causing the Tilt: This Tilt is usually caused by environ- Ending the Tilt: Successfully Feeling the Flow, or the
mental factors — being out at noon in the desert, or spending effect runs its course.
too long in a sauna or forge.
Ending the Tilt: Get out of the heat. In a desert or similar
environment, finding shade is paramount. HALLOWED GROUND
Environmental
FLOODED Description: This is holy ground, upon which magic
becomes more potent.
Environmental Effect: Achieving three successes on activation rolls for
Description: Some liquid has risen enough to impede the supernatural merits, powers, and rituals counts as an excep-
character’s progress. tional success.
Effect: Each foot of liquid inflicts a −2 penalty to all Causing the Tilt: Affinities, purification rituals
Physical dice pools. If the water goes up over her head, the Ending the Tilt: The tilt generally lasts for one scene.
character has to swim (Dexterity + Athletics). Alternatively, Sanctified areas are always under the effects of this tilt.
she can try to hold her breath (Stamina + Composure).
Causing the Tilt: Normally, this Tilt is the result of heavy
rain, sudden snowmelt, or a broken water main. HEAVY RAIN
Ending the Tilt: Characters can escape flooding by getting
to high ground, which is enough to mitigate this Tilt. Environmental
Description: Torrential rain lashes down in knives.
Effect: Heavy rains cause a penalty of −3 dice to
Perception rolls.

364 Appendix: Conditions and Tilts


Causing the Tilt: Short of a supernatural power or a fleet
of cloud-seeding aircraft, Heavy Rain is the result of natural ICE
weather patterns.
Ending the Tilt: The best way out of the rain is to get Environmental
indoors. Description: The ground’s covered in a layer of ice that
sends wheels spinning and people’s feet flying out from under
them.
HEAVY WINDS Effect: Divide the character’s Speed in half. All Physical
rolls (and Defense) suffer a −2 penalty. Attempting to move
Environmental at full Speed increases the Physical penalty to −4. Any dra-
Description: Howling winds buffet the characters. matic failure on a Physical roll inflicts the Knocked Down
Effect: Loud winds impose a −3 penalty to aural Tilt. When driving halve Acceleration, and take a −5 penalty
Perception rolls. Grade the wind from one to five; one is to Drive rolls.
tropical-storm level (around 40 MPH), three is hurricane level Causing the Tilt: This Tilt applies to any surface that’s
(around 80 MPH), and five is tornado level (150+ MPH). slick and slippery, including a spill of industrial lubricant or
A penalty equal to the wind’s grade applies to Physical dice just a well-polished wooden or linoleum floor.
rolls. Characters suffer bashing damage equal to grade each Ending the Tilt: “Get off the ice” is good advice, but that
turn, though the damage may be avoided with a reflexive can take work. Characters can use heat or fire to melt ice,
Dexterity + Athletics roll. or throw down copious quantities of salt or grit to increase
Causing the Tilt: Tornadoes, hurricanes, and wind shears, traction.
whether natural or supernatural, are all sources of this Tilt.
Ending the Tilt: Finding shelter against the winds.

Tilts 365
Causing the Tilt: Any character with an appropriate
IMMOBILIZED Condition may acquire the Insane Tilt. The Storyteller can
call for a Resolve + Composure roll to resist a general anxiety
that gnaws at the character’s mind.
Personal
Ending the Tilt: The specific effects of this Tilt don’t
Description: Something holds the character fast, prevent- normally last beyond the end of the scene. To end earlier,
ing him from moving. roll Resolve + Composure as an instant action, contested by
Effect: The character can’t do anything. He can’t apply a dice pool of (10 − her Willpower). Take no other actions
Defense against incoming attacks, and can’t take combat-re- this turn, and don’t apply Defense to attacks.
lated actions. If someone’s holding him down, he can spend
a point of Willpower to deliver a head butt or similar attack.
Causing the Tilt: The usual way to inflict this Tilt is INSENSATE
through the Restrain grappling move.
Ending the Tilt: An Immobilized target can break free Personal
by escaping from a grapple or snapping whatever binds her. Description: The character shuts down, either due to
If held by an item, the character must make a Strength + extreme fear or sudden pleasure.
Athletics roll penalized by the item’s Durability. Take a −2 Effect: The character can’t take any actions until the Tilt
penalty for restrained limbs; increase to −4 if hogtied. A is resolved. He can apply Defense to incoming attacks, and if
success breaks free. Each roll, successful or not, deals a point he takes any damage from an attack, the Tilt ends.
of bashing damage.
Causing the Tilt: Several supernatural powers can leave
their victim in a trance-like state of heightened emotion. A
INFERNO hallucinogenic drug might have similar effects; administering
such a drug is a Dexterity + Weaponry attack, which suffers
a −1 modifier.
Environmental
Ending the Tilt: The Tilt wears off at the end of the scene.
Description: The area is on fire. Anything flammable is The victim can spend a point of Willpower before then to act
either already burning or will start burning soon. normally for one turn. A successful attack also ends the Tilt.
Effect: All characters suffer a –2 penalty to all rolls due to If a character has been knocked insensible by drugs, this Tilt
smoke and pain from the fire. After two turns, any character is replaced with the Drugged Tilt when it ends.
that breathes suffers 2B per turn due to smoke inhalation.
After three turns, the character suffers 1L per turn from burns.
If the character catches fire, he suffers 4L per turn until he dies. KNOCKED DOWN
Causing the Tilt: A meteorite from the dawn of time
does the trick. Personal
Ending the Tilt: All fires burn out eventually, though fire Description: Something knocks the character to the floor.
suppression methods help. Most meteorites have an extremely Effect: The character is knocked off her feet. If she hasn’t
cold core, and atmospheric entry doesn’t change that, so their already acted this turn, she loses her action. Once she’s on the
heat tends to dissipate rapidly. ground, a character is considered prone. The character can
still apply Defense against incoming attacks, and can attempt
INSANE to attack from the ground at a −2 penalty.
Causing the Tilt: A melee weapon (damage modifier +2
or greater), or a firearm (damage modifier of +3 or greater)
Personal can knock a character down. A close combat attack with
Description: The character suffers from a panic attack, a targeted attack against the legs (−2 modifier) can knock
sudden imbalance, or a full-on psychotic break. someone down. If successful, the target is knocked down, but
Effect: The character gains a +1 bonus to all combat rolls, takes only half damage.
but takes actions after everyone else. A character suffering Ending the Tilt: Standing up takes an action. A character
from this Tilt cannot spend Willpower in combat, and suffers yet to act can make a Dexterity + Athletics roll minus weapon
a −3 penalty to all Social rolls. modifier. If successful, she avoids the effects of this Tilt.

366 Appendix: Conditions and Tilts


Ending the Tilt: Immediate medical attention. For each
LEG WRACK turn that your character is poisoned, roll Stamina + Resolve
as a reflexive action. If the character intends to act, the roll
suffers a −3 penalty. Success counteracts the damage for one
Personal
turn only.
Description: Pain or numbness in the leg.
Effect: If their leg is broken, sprained, or dislocated, halve
the character’s Speed and suffer a −2 penalty on Physical POWERFUL CURRENT
rolls that require movement (and Defense). If both legs are
wracked, the character falls over — taking the Knocked Environmental
Down Tilt. Speed is reduced to 1; moving precludes other Description: The water flowing through this area is strong
actions. Physical rolls that require movement are reduced to enough to drag the unwary to their deaths.
a chance die.
Effect: Divide the Character’s Speed by four. All Physical
Causing the Tilt: A character can have their leg knocked rolls (and Defense) suffer a –3 penalty. Characters take two
out by a targeted blow to the leg (−2 penalty) that deals more points of bashing damage each turn as they swallow water
damage than their Stamina. into their lungs. Characters can make a reflexive Strength
Ending the Tilt: If the Tilt is inflicted as a result of an + Athletics roll to avoid damage and to move at half Speed.
attack, mark an X under the leftmost Health box affected by Causing the Tilt: This Tilt exists anywhere there is fast
that attack. The Tilt ends when that damage that caused it moving water, such as a sudden flood, a raging river, or a
has healed. powerful tidal current.
Ending the Tilt: Arisen can use obscure Utterances to
LIFEBANE change a river’s course or part the seas, but most characters
cannot end this Tilt by any means short of exiting the water.
Environmental
Description: By devious trickery or foolish design the SANDSTORM
tomb’s Lifeweb incorporates a Bane relic, corroding the wills
of those entering the area. Environmental
Effect: While in this area, characters must spend an Description: The wind picks up the area’s sand or dust,
extra point of Willpower to gain its benefits. Additionally, all flinging it through the air and cloying everything.
characters entering the corrupted Lifeweb suffer the Bane
Relic’s curse. Effect: Sandstorms make it hard to see anything beyond
one’s immediate surroundings. Rolls to see things within five
Causing the Tilt: Fixing a Bane Relic into the Lifeweb. yards of the character suffer a –1 penalty. Each additional five
Ending the Tilt: Mystically disentangle the Bane Relic yards inflicts an additional cumulative –1 penalty. The blowing
from the Lifeweb. On its own, removing the relic from the sand also imposes a –3 penalty on all Physical rolls while out
tomb does not end this Tilt. in the storm — including Drive rolls. Living characters take
one bashing damage each turn as the sand scours their lungs.

POISONED Causing the Tilt: Environmental factors, such being


unprotected in a windy desert or trapped outside in a dust
bowl, create this tilt.
Personal
Ending the Tilt: The best way to avoid sandstorms is to
Description: Poison is tearing the character apart from move indoors.
the inside.
Effect: A poison is either “moderate” or “grave.” A moder-
ate poison causes 1 point of bashing damage per turn. A grave SCYTHING BLADES
poison deals 1 point of lethal damage per turn.
Causing the Tilt: Ingesting a poison inflicts this Tilt. Environmental
Injecting an opponent with a poison counts as a Dexterity + Description: Falling swords and spinning blades strike
Weaponry attack, and suffers a −1 modifier. from behind cobwebs to separate heads from shoulders.

Tilts 367
This Tilt can represent other hazards filling an area, such as Effect: The character loses her next action, and halves
shrapnel from an artillery barrage or superheated steam vents her Defense until she can next act.
in a volcano. Causing the Tilt: A character can be stunned by any
Effect: Dodging and avoiding the blades whirling around attack that does at least as much damage as their Size in a
halves all character’s speed. Any Failures rolled while amid single hit. Some weapons have a “stun” special ability. These
the blades inflicts one lethal damage, while any Dramatic double the weapon modifier only for the purposes of working
Failures rolled inflict one aggravated damage. out whether the attacker inflicts the Stunned Tilt. Attacks
Causing the Tilt: Triggering a Peril within a tomb. against the target’s head count the character’s Size as 1 lower.
Ending the Tilt: Disable or destroy the mechanism con- Ending the Tilt: The effects of this Tilt last one turn. The
trolling the blades. character can end the Tilt during their action by reflexively
spending a point of Willpower, but a −3 modifier applies to
any actions they take that turn.
SICK
Personal
SWARM
Description: The character suffers from nausea, fever, or
Environmental
related symptoms.
Description: Your character is mobbed by small animals,
Effect: A sickness is either “moderate” or “grave.” A
such as insects, rodents, or scorpions.
moderate sickness causes a −1 penalty to all actions during
combat. That penalty increases by 1 every two turns. A grave Effect: Swarms, composed of animals of Size 1, are mea-
sickness inflicts the same dice penalties as a mild sickness, plus sured by their radius in yards. When attacking, swarms inflict
1 point of bashing damage per turn. one bashing damage each turn to all targets within their radius.
Swarms increase this damage by one each time they condense
Causing the Tilt: Exposure to disease either from living
down to half their radius, allowing an eight-yard swarm to
sources or sample.
inflict two bashing at four yards or three bashing at two yards.
Ending the Tilt: Penalties fade at a rate of one point per
Armor is ineffective against the swarm unless covering the
turn once the character has a chance to rest. Any damage
full body, and that only provides half its rating.
remains until the character can heal.
Swarms also distract targets, inflicting a −2 penalty to all
actions within their radius.
SKINCRAWLER Factor (Breeding): The swarm grows at a supernatural
rate. Whenever it inflicts a total of damage equal to its original
Personal size, it increases its radius by one yard, resetting the counter
Description: A beetle, scorpion, spider, or other small to zero before the swarm grows again. The swarm can grow
vermin works its way under your character’s skin and eats to a maximum of double its original size.
him from the inside out. Factor (Deadly): The swarm inflicts lethal damage.
Effect: The vermin burrows through the character’s in- Factor (Harmless): The swarm inflicts no damage, but
nards, inflicting 1 lethal damage each turn. other effects still apply.
Causing the Tilt: Interact with trapped treasure. Factor (Liminal): The swarm acts as a threshold between
Ending the Tilt: Dig the vermin out from under your skin one realm or state of being and another, such as between the
by inflicting one Aggravated Damage to yourself. physical world and Neter-Khertet. Within the swarm, beings
on either side may freely interact. Upon leaving the swarm,
characters must succeed at a Resolve roll to control where
STUNNED they emerge.
Factor (Obscuring): The swarm inflicts an additional −2
Personal penalty on Perception rolls.
Description: The character is dazed and unable to think Factor (Persistent): The swarm loses only one yard of
straight. radius for each point of damage suffered.

368 Appendix: Conditions and Tilts


Factor (Ravenous): The swarm is gigantic, its functional awakening at the beginning of the next iteration. With each
size multiplied by ten for the area covered. The Tilt only in- iteration, the character begins at the same location and in the
flicts one bashing every five turns on a target, and the swarm same physical condition they were in at the beginning of the
cannot increase this by condensing. All vegetation in the first iteration they experienced.
radius is devastated. The character clearly remembers each iteration, barring
Factor (Venomous): The swarm also inflicts the Poisoned other memory difficulties. When performing actions attempt-
Tilt. ed during previous iterations, the character gains the 9-again
Causing the Tilt: Naturally occurring when disturbing effect. Spending a point of Willpower on such actions grants
a nest of stinging insects, or resulting from certain traps or the rote quality. Residents of the loop don’t receive this benefit.
supernatural powers. Causing the Tilt: Rarely occurring naturally, but usually
Ending the Tilt: Only area-affecting attacks, such as a due to mystical occurrences.
flame, can affect the swarm. Regular attacks are ineffective. Ending the Tilt: Escaping or resolving the time loop.
Each point of damage inflicted by a valid attack halves the
swarm’s size, with the remainder of the swarm dispersing once
reduced below a one-yard radius. UNHALLOWED GROUND
Environmental
TIME LOOP Description: All walking this cursed land feel its foul luck
infecting their magic.
Environmental
Effect: All failures on activation rolls for supernatural
Description: Your character is trapped in a whirlpool of merits, powers, and rituals become dramatic failures instead,
repeating time, often lasting between a scene and a few days, without generating beats.
although longer ones are possible. Each whirlpool has one or
Causing the Tilt: Desecration Sybaris, fiends lingering in
more places where a character may slip back into the domi-
the mortal world.
nant time stream, and a sequence of altered events capable
of resolving the loop entirely. Ending the Tilt: The tilt lasts for one scene. Cursed areas
are always under the effects of this tilt.
Effect: The whirlpool resets itself at the end of each
iteration, and dying within the loop results in the character

Tilts 369
ARMOR
Type Rating Strength Defense Speed Availability Coverage
Modern
Reinforced clothing* 1/0 1 0 0 • Torso, arms, legs
Kevlar vest* 1/3 1 0 0 • Torso
Flak jacket 2/4 1 −1 0 •• Torso, arms
Full riot gear 3/5 2 −2 −1 ••• Torso, arms, legs
Archaic
Leather (hard) 2/0 2 −1 0 • Torso, arms
Chainmail 3/1 3 −2 −2 •• Torso, arms
Plate 4/2 3 −2 −3 •••• Torso, arms, legs

Rating: Armor provides protection against normal attacks and firearms attacks. The number before the slash is for gener-
al armor, while the number after the slash is for ballistic armor.
Strength: If a character’s Strength is lower than that required for her armor, reduce her Brawl and Weaponry dice pools
by one.
Defense: The penalty imposed on a character’s Defense when wearing the armor.
Speed: The penalty to a character’s Speed when wearing the armor.
Availability: The cost in Resources dots or the level of Social Merit needed to acquire the armor.
Coverage: The areas of a character the armor protects. Unless an attacker targets a specific unarmored location (see
“Specified Targets,” p. 94, Chronicles of Darkness), the armor’s protection applies. Wearing a helmet increases the
armor’s coverage to include a character’s head.
* This armor is concealed, either as normal clothing (e.g. biker leathers) or from being worn under a jacket or baggy shirt.
Attackers have no idea the target is wearing armor until after they land a successful hit.

370 Quick Reference


MELEE WEAPONS
Type Damage Initiative Strength Size Availability Special
Sap 0 −1 1 1 • Stun
Brass Knuckles 0 0 1 1 • Uses Brawl to attack
Baton 1 −1 2 2 n/a
Crowbar 2 −2 2 2 •
Tire Iron 1 −3 2 2 •• +1 Defense
Chain 1 −3 2 2 • Grapple
Shield (small) 0 −2 2 2 •• Concealed
Shield (large) 2 −4 3 3 •• Concealed
Knife 0 −1 1 1 •
Rapier 1 −2 1 2 •• Armor piercing 1
Machete 2 −2 2 2 ••
Hatchet 1 −2 1 1 •
Fire Axe 3 −4 3 3 •• 9-again, two-handed
Chainsaw 5 −6 4 3 ••• 9-again, two-handed
Stake* 0 −4 1 1 n/a
Spear** 2 −2 2 4 • +1 Defense, two-handed
Stun gun 1 1 1 1 • Stun; bonus successes don’t add
(melee) to modifier for damage

Type: A weapon’s type is a general classification that can apply to anything your character picks up. A tire iron might be
any metal club, such as an antique mace, a metal baseball bat, or a hammer, while a hatchet might be a meat cleaver or
an antique handaxe.
Damage: Indicates the number of bonus successes added to a successful attack. Weapons always deal lethal damage
against ordinary people. The type of damage may vary against supernatural opponents.
Initiative: The penalty taken to Initiative when wielding the weapon. If using more than one weapon, take the higher
penalty and increase by 1.
Strength: The minimum Strength needed to use a weapon effectively. A wielder with a lower Strength suffers a −1 pen-
alty on attack rolls.
Size: Size 1 items can be hidden in a hand; two Size 2 items can be hidden in a coat; Size 3+ items cannot be hidden.
Availability: The cost in Resources dots or the level of Social Merit needed to acquire the weapon.
Concealed: A character that wields a shield but doesn’t use it to attack can add its Size to his Defense, and uses its Size
as a concealment modifier against ranged attacks.
Grapple: Add the chain’s weapon modifier to grappling dice pools.
Stun: Halve the victim’s Size when aiming for the head with intent to stun.
Two-handed: This weapon requires two hands. It can be used one-handed, but doing so increases the Strength re-
quirement by 1.
* To pierce the heart, a stake must target it specifically (−3 to attack rolls) and must deal at least five damage in one
attack.
** The reach of a spear gives +1 to Defense against opponents who are unarmed or wield weapons of Size 1.

Armor | Melee Weapons 371


RANGED WEAPONS

Availability
Initiative

Example
Strength
Damage

Range
Type

Size
Clip
Revolver, light 1 20/40/80 6 0 2 1 •• SW M640 (.38 Special)
Revolver, heavy 2 35/70/140 6 −2 3 1 •• SW M29 (.44 Magnum)
Pistol, light 1 20/40/80 17+1 0 2 1 ••• Glock 17 (9mm)
Pistol, heavy 2 30/60/120 7+1 −2 3 1 ••• Colt M1911A1 (.45 ACP)
SMG, small* 1 25/50/100 30+1 −2 2 1 ••• Ingram Mac-10 (9mm)
SMG, large* 2 50/100/200 30+1 −3 3 2 ••• HK MP-5 (9mm)
Rifle 4 200/400/800 5+1 −5 2 3 •• Remington M-700 (30.06)
Assault Rifle* 3 150/300/600 42+1 −3 3 3 ••• Steyr AUG (5.56mm)
Shotgun** 3 20/40/80 5+1 −4 3 2 •• Remington M870 (12-gauge)
Crossbow*** 2 40/80/160 1 −5 3 3 •••
Stun gun (ranged)**** 1 5 1 0 1 1 • Taser
Pepper spray 0 1/2/3 n/a 0 1 1 • Stun; Penalty, deals no damage
Javelin 2 Thrown n/a −2 2 2 •••

Damage: Indicates the number of bonus successes added to a successful attack. Weapons always deal lethal damage
against ordinary people. The type of damage may vary against supernatural opponents.
Ranges: The listed numbers are short/medium/long ranges in yards/meters. Attacks at medium range suffer a −1 pen-
alty. Attacks at long range suffer a −2 penalty.
Clip: The number of rounds a gun can hold. A +1 indicates that a bullet can be held in the chamber, ready to fire.
Initiative: The penalty taken to Initiative when wielding the weapon. If using more than one weapon, take the higher
penalty and increase it by 1.
Strength: The minimum Strength needed to use a weapon effectively. A wielder with a lower Strength suffers a −1 on
attack rolls.
Size: Weapons of Size 1 can be fired one-handed; Size 2 weapons must be fired two-handed and can be hidden in a
coat; Size 3 weapons can be fired two-handed, but not hidden on one’s person.
Availability: The cost in Resources dots or the level of Social Merit needed to acquire the weapon.
Stun: Halve the victim’s Size when aiming for the head with intent to stun.
Penalty: Pepper spray inflicts a −5 to all actions, reduced by one for every turn the victim spends rinsing his eyes.
* The weapon is capable of autofire, including short bursts, medium bursts, and long bursts.
** Attack rolls gain the 9-again quality.
*** Crossbows take three turns to reload between shots. A crossbow can be used to deliver a stake through the heart (-3
penalty to attack rolls; must deal at least 5 damage in one attack).
*Stun; bonus successes don’t add to the modifier for damage

372 Quick Reference


SAMPLE TOMB TRAPS
Trap Damage Availability Tilts
Pressurized Darts 1 • Scything Blades, Poisoned
Choking Sands 2 ••• Powerful Currents
Concealed Holes in the Wall* 1/2/3 •• Swarm
Falling Columns 2 •• Collapsing Ceiling
Fire Streams** 1 •• Scything Blades
Hidden Pit* 1 • Concealed Pit
Rolling Boulder 3 ••• Collapsing Ceiling
Sacrifice Altar n/a ••• Charnel Ground
Scarab-Headed Canopy 1 • Skincrawler
Spiked Pit 1 •• Concealed Pit
Statue of the Devourer*** n/a •••• Charnel Ground
Sudden Flooding Mechanism* 2 •• Powerful Current
Swinging Blades 1 ••• Scything Blades
Unholy Fountain n/a •••• Dark Waters

Damage: Indicates the amount of damage characters take for each turn of exposure to the trap. The damage is always
lethal against ordinary humans unless specified. They type of damage may vary against supernatural opponents-
Availability: The cost in Tomb dots applied to Perils needed to acquire the trap.
Tilts: The associated Tilts which provides the detailed mechanics of what a trap does when triggered.
* Damage from the trap is bashing.
** Dramatic Failures rolled while amid the trap do not cause aggravated damage, but they ignite anything combustible
on the characters.
*** The trap tags those who trigger it with the Cursed Condition.

Ranged Weapons | Sample Tomb Traps 373


SERVICES
Die Die
Service Availability Bonus Service Availability Bonus
Academics Athletics
Historical specialist consulting ••• +3 Meditative assistance ••• +2
Research assistance from grad •• +2 Personal trainer ••• +3
students
Throwing an athletic •••• +4
Translation of a dead ••• +2 competition
language
Brawl
Computer
Arrange underground boxing ••• +2
Custom phone application ••• +2 ring
Digital image enhancement •• +3 Bodyguard service ••• +3
Graphic design/forgery •• +2 Self-defense classes • +1
Crafts Drive
Antiquities restoration ••• +2 Chauffer •• +2
Auto repair •• +3 Stunt performance/mock crash ••• +3
Custom equipment ••• +2 Tour bus rental •••• +2
modifications
Firearms
Investigation
Antique gun repair ••• +2
Consultation on evidence ••• +3
Cover fire from gangs ••• +3
Investigative photography ••• +2
Procuring smuggled military •••• +2
Private investigation/back- •• +2 arms
ground check
Larceny
Medicine
Breaking and entering ••• +2
Black-market surgeon •••• +3
Security consulting ••• +2
Expert medical witness •••• +2
Stealing a protected relic •••• +3
Rush plastic surgery •••• +2
Stealth
Occult
Strategic distraction ••• +3
Esoteric consultant/sage •••• +3
Tailing a suspect ••• +2
Exorcist ••• +2
Targeted vandalism •• +2
Protective amulets or wards •••• +1
Survival
Politics
Field dress and preserve an animal ••• +1
Campaign assistant ••• +3
Trail guide •• +3
Cutting red tape (read: bribe) ••• +2
Weatherproof a shelter •• +2
Spin doctor ••• +2
Weaponry
Science
Properly forged sword ••• +2
Fact checking •• +3
Identify wound from obscure ••• +2
Falsifying research/coverup ••• +2 weapon
Lab access •• +2 Training in archaic warfare ••• +2

374 Quick Reference


SERVICES
Die Die
Service Availability Bonus Service Availability Bonus
Animal Ken Persuasion
Buy a trained animal ••• +2 Defense attorney ••• +3
Identify animal droppings •• +1 Hostage negotiator •••• +3
Rule out natural causes of ••• +2 Pickup artist ••• +2
death
Socialize
Empathy
Catering ••• or •••• +1 or
“Good cop” interrogator ••• +2 +2
Neutral arbitrator ••• +2 Elocution consulting ••• +1
Therapy session •• +1 Escort ••• +2
Expression Streetwise
Document forgery ••• +3 Arrange a rave or block party ••• +2
Ghostwriting •• +2 Black market access •• +2
Motivational speech ••• +1 Find crash space •• +1
Intimidation Smuggling contraband ••• +1
Anti-interrogation training •••• +3 Subterfuge
“Bad cop” interrogator ••• +2 Amateur actor/actress •• +2
Deprogramming therapy ••• +2 Con artistry ••• +2
Gambling ringer ••• +2

Services 375
# 48, 51, 54, 76, 83-84, 96-98, 100, 102,
105, 123-130, 132-133, 135, 139, 148, 180,
Master of the Written Word (Sesha-
Hebu), 28, 100, 130
14K Triad, 307 203-205, 216, 237-238, 240-241, 262, Model Lifeweb (Tef-Aabhi), 34, 100,
265, 324, 326, 349-351, 356, 364. See also
A Guild Affinities and Soul Affinities.
130-131
Nest of Dolls (Tef-Aabhi), 34, 100, 131
Aarta, 333 Affable Aid (Maa-Kep), 22, 100, 102, 129
Nexus of the Soul (Maa-Kep), 22, 100, 129
Aaru. See A’aru. Almsman’s Tithe (Mesen-Nebu), 25, 100,
129-130 Opener of the Way (Sheut), 128
A’aru, 15, 64, 66, 279, 319, 323, 326
Amanuensis (Ren), 127 Radiant Life Force (Ren), 128
Abmortals, 84
Amulet of the Envoy (Maa-Kep), 22, 100, Retributive Curse (Ka), 127
Abyss, 332
129 Schism of Flesh (Bane), 240-241
Acadians, 293-295
Ancient Horror Unveiling (Sheut), 128 Scorpion Veins (Sheut), 128-129
Actions, 112-113, 115-117, 124-125, 127-128,
131, 135, 137-138, 140, 144-145, 149, 151- Anointed Prowess (Ka), 126 Sekhem Clot (Bane), 241
152, 155, 158, 168-173, 175-180, 183-184, Auspicious Mastery (Ba), 125 Serpent’s Tongue (Usheb), 54, 97, 100
186-189, 191-200, 202-203, 205, 221, 234, Beast Companion (Ba), 125, 216 Soul Infusion (Ba), 126
254, 266, 312, 324-325, 347-350, 354-356,
Bestial Majesty (Ab), 124 Soulsight (Ab), 102, 124
358, 361, 366-369, 372. See also Common
Actions and Cult Actions and Extended Actions. Blazing Zeal (Su-Menent), 31, 100, 130 Soul Threads (Ren), 128
Advanced Actions, 124 Blessed Panoply (Ren), 127 Soaring Falcon (Deshret), 45
Attack Actions. See Attack Actions. Blessed Soul (Ab), 124 Swarm Messenger (Bane), 241
Blessed Actions, 124-126, 131, 134-135, Body-Snatcher (Bane), 238, 240-241 Swift As the Sun (Ba), 126
144, 149, 155, 266, 349 By Steps Unseen (Sheut), 128 Towering Perspective (Ka), 127
Blighted Actions, 124, 127, 138, 140, Chariot of Judgment (Ba), 125 Voice of Conscience (Ab), 125
144-145, 149, 349 Voice of Temptation (Sheut), 129
Crown of Wadjet (Ab), 124
Contested, 45, 170-173, 177, 183, 354 Wisdom of the Ancients (Ba), 126
Death Mask (Ab), 124
Cult Actions. See Cult Actions. Africville, 293
Deathsight (Sheut), 128
Instant, 109, 113, 126, 128-132, 141- Ahaneith, 341
Divine Countenance (Ab), 124
143, 146, 151, 159, 167-173, 175-176, 181,
183-184, 189, 193, 204, 209, 213, 229, Divine Flesh (Mesen-Nebu), 25, 100, 129 Aharon the First, 304-305
237, 330, 356, 366 Dominating Might (Ka), 102, 126-127 Akathartoi. See Fiends.
Mental, 167 Enduring Flesh (Ka), 127 Akhem-Urtu. See Minor Guilds, The Deceived.
Physical, 137, 350, 361 Enlightened Senses (Ren), 127 Akheriu. See Fiends.
Primary Actor, 107, 190, 194 Entombed Glory (All), 124 Akhet, 318-319, 322
Reflexive, 126-128, 135, 151, 153, Eyes of Justice (Sesha-Hebu), 28, 100, 130 Alchemists. See Mesen-Nebu.
159-160, 167-168, 176, 180, 183, 186, Falcon Soul Aloft (Ba), 125-126 Alexandria, 67, 281
204-205, 230, 237-238, 240, 247, 367
Familiar Face (Ren), 127 Amakhu, 326
Resisted, 111, 145, 152, 176-178, 183,
Fated Soul (Su-Menent), 31, 100, 130 Amkhata, 17, 69, 153, 202, 213, 219-231,
192, 233
Flesh-Culled Secrets (Su-Menent), 31, 235, 238-241, 255, 273, 276-277, 296-
Rote, 113, 149, 176, 211, 213 299, 318, 321, 340-341, 361, 363
100, 130
Secondary Actor, 107, 190 Amkhata Attributes, 221. See also
God King’s Scepter (All), 124
Simple, 176-177, 187, 197 Attributes.
Godsight (Ren), 128
Social, 144, 347, 359 Amkhata Traits, 221
Grip of Death (Sheut), 128, 132
Social Maneuvering. See Social Bodies. See Bodies.
Maneuvering. Guardian Bull (Nesrem), 51, 100
Dread Powers. See Dread Powers.
Teamwork, 107, 131, 148, 176, 182, 190, Guardian Statue (Tef-Aabhi), 34, 100, 131
Examples. See Amkhata Examples.
194, 252 Guardian Wrath (Ka), 127
Greater, 202
Action Scenes, 145, 151, 176, 180-183, 187, 348 Hone the Soul (Mesen-Nebu), 25, 100, 129
Heads. See Heads.
Adelfoi Aimatos, 259, 281. See also Sanguine Jackal’s Shade (Ashem), 42, 96, 100, 350
Lesser, 221-222
Fellowship. Jaws of the Devourer (Bane), 240-241
Limbs. See Limbs.
Advantages, 98, 100, 102, 122, 159, 206, Lion’s Pride (Kheru), 48, 96, 100
257. See also Cult Advantages. Rank, 219-223, 225, 227-228, 230-231,
Living Monolith (Ka), 127 238-240, 361
Supernatural Advantage Trait, 159, 257
Loremaster’s Guile (Sesha-Hebu), 28,
Affinities, 15, 22, 25, 28, 31, 34, 42, 45, 100, 130

376 Index
Special Qualities. See Special Qualities. Aspiration, 45, 48, 94, 99-100, 106, 155, Physical. See Physical Attributes.
Titanic, 222 192, 210, 231, 356 Power, 220-222, 224-225, 227-235,
Amkhata Examples, 230-231. See also Athena, 268 247, 249-251, 253-256, 350
Amkhata. Attack Actions, 183-185. See also Actions and Resistance, 157, 177, 180-181, 192, 221,
Leviathan, 231 Combat. 224-225, 229, 231-232, 247, 249-251, 253-
Aim, 184 256, 350, 352
Revenant, 230-231
All-Out Attack, 139, 148, 184 Shuankhsen. See Shuankhsen,
Ammut the Devourer, 16, 61, 64, 88-89, 158, Shuankhsen Attributes.
211, 220, 224, 236-241, 275, 306, 319- Bite, 134, 184, 222-224, 230-231, 240,
320, 323-324, 327, 341, 350, 373 320 Social. See Social Attributes.
Amphex, 275-277 Break Free, 184, 366 Avatar, 55, 90-91, 128, 135, 195, 243-244,
246-251, 253-257, 292, 330, 339. See
Amulets, 16-17, 20, 22, 65, 68, 97, 100, Charge, 184 also Emanations and Judges of Duat.
102, 151, 208, 210, 214, 264, 298, 374. See Control Weapon, 184
also Maa-Kep and Relics and Vessels. Azar, Pharaoh of Duat, 33, 64, 66, 275-276,
Damage. See Damage. 281, 298, 323, 328
Bronze Serpent Medallion, 214
Damage Grapple, 158, 184
Master’s Tool, 214
Amxaibit, 219
Disarm, 184 B
Extra Attacks, 225-226 Bakhu, 229, 318
Amxuti, 219 Balance Archetypes, 95-96, 100-105, 167,
Grab, 184
Ancash, 285 192, 207, 214, 236-237, 258, 354, 356. See
Grapple, 120, 126, 128, 134, 137, 139-
Andean University of Cuzco, 288 also Archetypes.
140, 146-148, 158, 184, 226-227, 230,
Andes, 286-288 366, 371 Courageous, 95, 102
Annunaki, 332 Hold, 184 Devoted, 95, 102-103
Anpu, Opener of the Way, 16-17, 64, 153, Killing Blow, 184, 202 Diligent, 95, 103
165, 223, 229, 318-320, 322-324, 326, Melee Attack, 126-127, 183-184, 214 Faithful, 95, 103
343 Generous, 95, 103
Offhand Attack, 183
Antony, Marc, 281 Introspective, 95, 103
Pulling Blows, 183
Antrim House, 305 Just, 95, 103
Ranged Attack, 126, 139, 158, 183-185,
Anukhu, 320. See also Fiends. 350, 352, 362, 371 Noble, 95, 103
Apep, 320, 324 Reload a Weapon, 184 Peaceful, 95, 103
Apepi Corp, 41 Restrain, 148, 158, 184, 277, 366 Resilient, 95, 102-103
Apotheosis, 16, 31, 34, 244, 278, 326 Specified Targets, 362, 370 Righteous, 95, 103
Apotheotic Movement, 68 Takeoff Grapple, 139 Trustworthy, 95, 103
Appian Way, 67 Thrown Attack, 183 Truthful, 95, 104
Arbiters. See Sesha-Hebsu. Touching an Opponent, 183 Bane Affinities, 237-238, 240-241. See also
Archaic Egyptian, 16 Unarmed Attack, 127-128, 137, 139-140, Affinities.
Archetypes, 95, 121, 211 183-184 Body-Snatcher, 238, 240-241
Balance. See Balance Archetypes. Attributes, 42, 45, 48, 51, 54, 94, 97-101, Decays, 240-241
Burden. See Burden Archetypes. 105-106, 120, 122-126, 134-135, 139, 148, Jaws of the Devourer, 240-241
157-160, 167-168, 173-177, 177, 181, 194-
Architects. See Tef-Aabhi. 197, 206, 209-210, 214, 221-222, 224-225, Schism of Flesh, 240-241
Ardent. See Decrees, Kheru. 228-229, 231-232, 234, 237, 241, 246, 249- Sekhem Clot, 241
Ares, 282 251, 253-258, 262, 265-268, 270, 273, 275, Swarm Messenger, 241
Argyle Street, 294-295 278, 280, 283, 315, 321, 348, 350-352, 354
Bane Mummies. See Shuankhsen.
Armor, 23, 51, 106, 108, 127, 129, 137, 139, Amkhata. See Amkhata, Amkhata
Bane Rites, 237-241. See also Rites and
151, 158, 185, 188-189, 209, 215, 217, 226- Attributes.
Shuankhsen.
227, 357, 368, 370 Cult. See Cult Attributes.
Bring the Flood (Sheut), 238
Armor Rating, 51, 129, 226-227, 370 Ephemeral Dead. See Ephemeral Dead,
Rite of Charon (Ren), 238-239
Ballistic, 127, 370 Ephemeral Attributes.
Rite of Eternal Chains, 237, 241
Coverage, 370 Favored, 42, 45, 48, 51, 54, 97-98, 100,
123, 139, 214, 258, 262, 265, 267, 270 Rite of the Lost Cause, 237, 241
General, 51, 127, 370 Rite of the Onyx Amulet (Ab), 239
Finesse, 220-222, 222-225, 227, 229,
Ashen Storm, 138, 318, 224, 231, 318. See 231-235, 249-251, 253-256, 350 Rite of the Storm (Ka), 239-240
also Utterances, Feast of Ashes.
Mental. See Mental Attributes. Vitriolic Souls (Ba), 239

Index 377
Baraja the Heretic, 305 Breaking Point, 54, 96, 107, 119, 144, 158, Quick Reference, 100
Bau, 64 161, 183-184, 191-192, 197, 204-205, 232, Chavin Civilization, 285
245, 251, 254, 258, 270, 273, 282, 324,
Beats, 94, 99, 109, 113, 117, 120, 122, 128, 346-348, 351-356, 359-360 China, 99, 306-309
161-162, 173, 180-181, 183, 187, 195-196, Chinese Central Government, 308
203, 206, 214, 234, 258, 262, 267, 270, Absence Breaking Point, 96, 324
330, 346, 352-354, 357-362, 369 Gap Breaking Point, 158 Choquerquirao Regional Conservation Area,
288-289
Cult Beats, 117, 122, 195-196, 354. See Integrity Breaking Point, 144, 251, 354,
also Cults. 356 Chroniclers, 50
Reminisce Beats, 96, 161-162, 213-214, Memory Breaking Point. See Memory Citadel Hill, 295-296
254, 267 Breaking Point. City of Pillars. See Irem.
Beehive, 306 British Empire, 293-295, 299-300, 303-306, Clash of Wills, 108, 128, 132-133, 139,
Begotten, 317 308-309 142-143, 145, 147, 155-157, 205, 241, 247,
Broken Faces. See Kheti. 332, 348. See also Utterances.
Behenu, 320. See also Fiends.
Brokers. See Mesen-Nebu. Cleopatra, 275, 281, 285
Beijing, 306-307
Brooks Crime Lab, 44 Closed Rites, 117, 120, 258, 272-283. See
Belgrano II, 297 also Rites.
Belville, 241-242 Bulls. See Decrees, Nesrem.
Rite of Haruspicy, 282-283
Benbenet, 16, 196, 245-248, 250-252, Burden Archetypes, 95-96, 100-102, 104-
105, 107, 167, 207, 214, 236-237, 242, 258, Rite of Innocence, 282-283
254-256, 348, 352. See also Crown and
Judges of Duat. 354, 356. See also Archetypes. Rite of the Pharaoh’s Ear, 280
Benefits, 324-325 Accusing, 95, 104 Rite of Vision, 279-280
Anamnesis, 324 Careless, 95, 104 Rule of Three, 274-275
Blessed Life, 325 Chaotic, 95, 104 Clues, 106, 115, 117, 132, 179, 193-194,
Cruel, 95, 104 212-213, 344. See also Investigation.
Moment of Destiny, 325
Dominant, 95, 104 Collins, 12-13
Omens, 325
Forgetful, 95, 104 Combat, 129, 148, 151, 174, 182-185,
Reinforced Pillars, 325 202, 209, 214, 240, 256, 348, 355, 360,
Sanctified Ground, 325 Fragile, 95, 104 362-363. See also Damage and Defense and
Shifting Stones, 325 Hysterical, 95, 104 Initiative and Weapons.
Black Land. See Kemet. Isolated, 95, 104 Attack. See Attack Actions.
Blackwode Family, 50 Rageful, 95, 104 Close Combat, 185, 366
Bleeding Goat, 283. See also Sanguine Resentful, 95, 105 Cover, 134, 159, 185
Fellowship. Selfish, 95, 105, 356 Covering Fire, 185
Blights. See Minor Guilds, Maar-Kherit. Stagnant, 95, 102, 105 Declaring Intent, 182
Blue Devils Rugby Club, 44 Dodge. See Dodge.
Blue Nile Laboratories, 53 C Down and Dirty Combat, 182-183
Bodies, 221-222, 226, 321. See also Caesarion, 275-276, 281 Ranged, 174
Amkhata. Canadian Confederation, 293 Special Maneuvers, 184
Bull’s Body (Ahasu), 224, 341 Canopic Jar, 87, 159, 165, 204, 265, 279, Specific Targets, 141
Crocodile’s Body (Su), 224 342
Surrender, 183, 359, 362
Falcon’s Body (Herasu), 224 Caverns of Neter-Khertet, 234, 318-319
Common Actions, 168, 177-179. See also
Hippopotamus’ Body (Ammu), 224 Cell-Scrub Therapy, 276-277 Actions.
Jackal’s Body (Sabasu), 224 Central Government Building, Hong Kong, Awe, 177
307
Lion’s Body (Maasu), 225 Consort, 178
Cetus, 72
Serpent’s Body (Tetasu), 225 Debate, 178
Changelings, 265, 317, 332
Body Thief, 12-13, 16, 89-90, 108, 238, 258, Flirt, 178
263-267, 269, 315. See also Immortals. Contracts, 332
Infiltrate, 178
Magically Talented, 263-264, 266 Pledges, 332
Interrogate, 178
Mentally Talented, 263 Character Creation, 93-102, 111, 115, 129,
168, 173, 257, 262, 313 Intimidate, 178
Mystical Thieves, 258, 264-265 Investigate, 179
Arisen Template, 95-96, 100-102, 257
Oddities, 264 Observe, 179
Character Concept, 93-95, 99
Born of Gold. See Mesen-Nebu. Research, 179
Endless Template, 257-258

378 Index
Skulk, 179 Enervated (Persistent), 352 Repression, 358
Trail, 179 False Memories, 326, 352-353 Rip (Timeless), 358
Conditions, 99, 110, 118, 124, 128, 136, 139, Far-Reaching, 353 Shaken, 118, 120, 136, 138, 142, 148,
144, 176, 180-181, 187, 199, 205, 233- Fatigued, 152, 214, 268, 353 241, 358
234, 265, 330, 346-361 Shaken Faith (Persistent), 196, 199, 245,
Fettered (Manifestation), 232, 234-235
Abyssal Backlash, 332 354, 359
Flagged, 353
Accelerated Descent, 346 Soulless (Persistent), 334, 352, 359-360
Forgotten Skill (Persistent), 173, 326, 353, 356
Accursed Knowledge, 346 Spooked, 118, 120-121, 215, 359
Frightened, 128, 136, 139, 353
Addicted (Persistent), 346 Steadfast, 51, 359
Fugue (Persistent), 353
Alternative Current (Timeless), 346 Swooned, 116, 136, 180, 359
Geometric Alignment, 325, 354
Amnesia (Persistent), 326, 347 Sybaris (Stage One - Unease), 121,
Going Westward, 152, 257, 262, 354 124, 203-205, 221, 223, 273, 346, 349,
Anchor (Manifestation), 118, 207, 232-
233, 235 Graceful Descent, 354 359-360
Apprehensive, 140, 217, 347 Guilty, 354 Sybaris (Stage Two - Terror), 37, 121, 124,
Haphazard Cultists, 354 203-205, 221, 223, 229, 252, 273, 346, 360
Auspicious Descent, 324, 347
Heresy (Persistent), 199, 354, 359 Sybaris (Stage Three - Desecration), 121,
Avarice, 140, 347 124, 203-205, 221, 223, 273, 346, 360,
Awestruck (Persistent), 136, 145, 318, 347 Identity Crisis, 354, 356
369
Berserk, 124, 138-139, 157, 347 Impassioned Shade, 157, 354-355
Thrall (Persistent), 360
Blessed Minions, 347 Improvised Conditions, 180
Underworld Gate (Manifestation), 234
Blind (Persistent), 181, 347-348 Informed, 54, 106, 153, 270, 355, 360
Urged (Manifestation), 234-235
Broken (Persistent), 136, 348, 360 Inspired, 45, 107, 112, 139, 144, 211,
250, 279, 355 Wanton, 360
Charmed (Persistent), 136, 348 Whirlpool (Timeless), 360-361
Intoxicated, 355
Claimed (Manifestation), 53, 157, Zealous, 361
234-235 Iron Grasp, 355
Isolated, 355 Consent, 191
Controlled (Manifestation), 118, 233-235 Cooper, Henry “the Scorpion”, 278-280
Confused, 265, 348 Leveraged, 116, 347, 355
Lingering Conditions, 180 Copenhagen, 292
Connected (Persistent), 348 Cradle of Humankind, 302-303
Crown (Persistent), 246, 348-349 Lost, 217, 355
Luminous Pillars, 325, 355-356 Crimson Pharaoh, 281-282
Cursed (Persistent), 127, 138, 149, 215, Christian IV, 291
349, 373 Madness (Persistent), 128, 142, 144, 229-
230, 356 Crown, 16, 245-246, 248, 250-252, 254-
Damaged Pillar, 241, 326-327, 349 256, 348-349, 352. See also Benbenet and
Dead Dreamer (Persistent), 145, 349, 360 Materialized (Manifestation), 232, 234-
235, 361, 363 Judges of Duat.
Delusional (Persistent), 140, 144, 349 Cuba Street, 305
Megalomaniacal, 356
Déjà Vu (Timeless), 349 Cult Actions, 111-112, 114, 116-117, 149, 195-
Memory Bleed (Persistent), 204, 324,
Deprived, 214, 346, 350 354, 356 199, 207, 347, 352-355, 357, 361
Devouring Urge, 327, 350 Mirage (Timeless), 356-357 Cult Advantages, 106, 110-112, 114, 116-117,
Disabled (Persistent), 240-241, 350 122, 124, 144, 150, 194-199, 212, 245, 354-
Mismanaged, 357 356, 359. See also Advantages and Cults.
Disembodied, 42, 106, 145, 149, 318- Mute, 129, 132, 156, 357
319, 350 Dominance, 106, 111-112, 114, 116, 122,
Notoriety, 352, 357 194-199, 354, 359
Disinterred, 142, 206, 350
Obsession (Persistent), 121, 136, 138, 140, Fidelity, 110-111, 114, 177, 122, 124, 144,
Disoriented, 350 143-144, 235, 239, 327, 354, 357, 360 150, 196, 198-199, 212, 245, 354-356, 359
Distracted, 350 Ominous (Persistent), 142, 327, 357 Cult Archetypes, 82-83, 121-122, 195, 198,
Dormant Sovereign (Persistent), 350-351 Open (Manifestation), 142, 233-235, 276, 279, 281. See also Archetypes and Cults.
Driven, 325, 351 256, 321 Conspiracy, 82-83, 121-122, 195, 198,
Echoes of Descent, 324, 351 Persistent Conditions, 180, 187, 216 281
Eddy (Timeless), 352 Possessed (Manifestation), 234-235 Enterprise, 82-83, 121-122, 198, 276
Effortless Effort, 352 Precipitous Descent, 327, 357 Tribe (Tribal), 82-83, 121-122, 198, 279
Emanation (Persistent), 245, 247, 352 Relentless (Persistent), 117, 148, 265, Cult Attributes, 106, 111, 114, 116, 122,
357-358 194-197, 199, 212, 242, 313, 353. See also
Embarrassing Secret, 352 Attributes and Cults.

Index 379
Grasp, 106, 111, 114, 116, 122, 194, 196, Bashing, 111, 114, 117, 120, 123, 128, Descent Rolls, 117, 159, 165, 200-202,
199, 212, 242, 313 134-135, 137, 139-141, 144-145, 148, 204, 213, 245, 247, 254, 317, 319, 326,
Reach, 106, 111, 114, 116, 122, 194, 196, 150-151, 154, 158, 164-165, 183-190, 199, 346-347, 352, 354, 357
199, 212, 242, 313, 353 205, 214-215, 227-228, 232, 236, 248, Dice, 175-176
251, 255-256, 262, 359, 361-369, 373
Cult of Ta-Hemi, 287-288 8-Again, 107, 110, 116, 129, 131, 134-
Damage Resistance, 125, 134-135, 139, 135, 176, 214, 252, 349
Cult of the Wave Dragon. See Lucky Serpent 150-151
Shipping Company. 9-Again, 113, 115-116, 127, 176, 216-217,
Lethal, 99, 106, 114, 117-118, 123, 357, 369, 371-372
Cult of Zadkhiau, 286-289 127-129, 134-135, 138-140, 145-148, 154,
Cults, 14, 21, 24, 27, 30, 33-36, 38, 41, 157-158, 165, 183, 185-190, 196, 198-199, 10-Again, 175, 217, 347, 357
43-44, 47, 50, 52-53, 56-60, 67-69, 73, 205, 207, 212, 214-216, 222, 226-228, Bonus Dice, 106, 148, 184, 190, 206,
76, 78, 81-86, 89, 98-99, 105, 114, 116-117, 232, 235-236, 245, 247, 250, 255-256, 248, 326, 351
121-122, 124, 144, 150, 194-199, 203, 262, 277, 348, 355, 361-364, 367-368, Chance Die, 141, 151-153, 175-176,
212-213, 219, 222, 237, 239, 243-255, 257, 371-373 183, 212, 215, 347, 359-361, 363, 367
265, 269, 271-277, 281, 286-287, 291-296, Rating, 135, 158, 240
299-304, 306-308, 313-317, 332-335, Dice Penalty, 116, 185, 188
337-342, 361 Types. See Sources of Harm. Dramatic Failure, 99, 108-109, 121, 136,
Archetype. See Cult Archetypes. Upgrading Damage, 186 138, 140-142, 144-149, 151-153, 157-158,
Wound Penalties, 112, 127, 134, 139, 174-177, 183, 190, 193-194, 197, 203-204,
Beats. See Beats, Cult Beats. 212, 214, 220, 227-228, 230, 237-240,
186, 248-249, 363
Cult Actions. See Cult Actions. 250-251, 254, 263, 266, 274, 277, 280,
Danish National Museum, 292 319, 330, 349, 353-357, 361, 363, 365,
Cult Advantages. See Cult Advantages.
Dapifers. See Maa-Kep. 368-369, 373
Cult Attributes. See Cult Attributes.
Dauntless. See Decrees, Deshret. Exceptional Success, 45, 105, 107-109,
Cult Conditions, 199. See also Conditions. 114, 124, 126, 134, 136, 138, 140, 144-146,
Davidson, Heather, 333
Cult Merits, 105, 122, 195-196, 199, 148-149, 151-152, 157-158, 175, 177, 183-
237. See also Merits. Death Cycle, 42, 105, 130, 132, 135, 160, 184, 190, 193-194, 197, 203-204, 212, 215,
165, 229, 232, 277, 318-319, 326, 350 220, 223, 226-228, 237-240, 273-274,
Cult Traits, 194-195
Death’s Head Ink, 333 277, 279, 319, 330, 332, 346-349, 351-
Doctrines, 81-82, 110, 114, 116-117, 121,
195-196, 203, 245, 273, 354, 359 Decree of Will, 319 358, 360-364
Hierophant. See Cults, Tepi. Decrees, 16-17, 39-55, 70-73, 77, 93, 96- Extra Successes, 176
98, 100, 102, 105, 107-108, 123, 135, 139, Permutations, 176
Invested Cultists, 106, 118, 123, 140, 160-162, 247, 258, 290, 323, 336, 349
159, 165, 204, 238, 265 Pool, 98, 105, 108, 111, 114, 120-121,
Ashem, Eldritch Decree of Shadow, 16, 123-130, 133-135, 137-138, 140, 144-146,
Mutinous Cults, 114, 121, 196, 198-199, 40-42, 72, 96, 98, 100, 106, 248
212, 245, 354 148-152, 154-155, 157-161, 168, 175-177,
Deshret, Dauntless Decree of Spirit, 16, 180-185, 187, 190, 192, 194-195, 197-198,
Tasks, 196-198, 361 43-45, 71, 96, 98, 100, 106, 248 201, 203, 205, 208-210, 212-214, 220,
Tepi, 82, 114-115, 212 Kheru, Ardent Decree of Heart, 16, 46- 226-227, 230, 237-240, 254, 273-274, 277,
Cunning. See Decrees, Usheb. 48, 70-71, 96, 98, 100, 106, 248, 341 279-280, 332, 350, 353-355, 359, 363-
364, 366, 370-371
Curse of the Arisen, 326 Nesrem, Stalwart Decree of Essence, 17,
49-51, 71, 96-98, 100, 102, 106, 248 Rolling, 175-176
D Usheb, Cunning Decree of Name, 17, 52- Successive Attempts, 176
Damage, 96, 98-99, 106, 111-112, 114, 54, 71-72, 97-98, 100, 106, 248, 341 Diplomats. See Sesha-Hebsu.
117, 120, 123, 125-129, 134-135, 137-141, Dedwen, 16, 23-25, 40, 43, 50, 52, 287, Djed, 33-34
144-148, 150-152, 154, 156-158, 164-165, 293-294, 315. See also Sekhem. Dodge, 183, 362. See also Combat.
183-190, 196, 198-200, 205, 207, 212,
Defense, 98, 100, 102, 106, 113, 126, 128, Drop Prone/Stand Up, 184-185
214-216, 222-223, 226-228, 230, 232,
134-135, 138-139, 141, 148, 151-152, Multiple Attackers, 151, 183, 227
234-236, 240, 245, 247-251, 253, 255-
154-155, 158, 181, 183-185, 209, 214, 217,
256, 262, 268, 277, 334, 348, 354-356, Take Cover, 184-185
221, 227, 230-232, 242, 249-251, 253-256,
359, 361-369, 371-373. See also Attack
263, 266, 268, 270, 278, 280, 283, 352, Doors. See Social Maneuvering.
Actions and Combat and Health.
360, 362--363, 365-368, 370-371 Drake, Adam, 276
Aggravated, 96, 106, 117, 127, 140,
Demons, 332 Dread Powers, 221-231, 235, 246-247,
146-148, 151-152, 156, 158, 164-165,
185-187, 190, 199-200, 205, 207, 215, 223, Descended, 16, 319, 322-325 249-257, 321, 349. See also Amkhata.
227-228, 232, 234, 240, 245, 247, 253, Descent, 14-17, 21, 33-35, 38, 43, 46, 60, Armor, 224, 226-227, 249, 253,
256, 262, 268, 334, 354, 356, 362-363, 66-68, 73, 75, 79-81, 85, 88-91, 94, 99, 256-257
368, 373 107, 159-161, 173, 199-202, 238, 243, 247, Beastmaster, 223, 227, 231
Armor Piercing, 126-127, 138, 230, 371 257, 267, 270, 295, 313, 315-317, 324, 326,
328, 334-338, 341-344, 354, 357 Breath Attack, 227, 231, 250

380 Index
Camouflage, 224-225, 227, 251 Eldritch. See Decrees, Ashem. Numina. See Numina.
Catlike Reflexes, 225, 227, 250 Emanations, 16, 55, 90, 195-196, 243-257, Rank, 157-158, 232-235, 246, 318, 350
Constrict, 225, 227, 231, 249, 251 352. See also Conditions, Emanation. Equipment, 114, 168-173, 175, 184, 190-
Cosmic Detonation, 224, 227 Emma, 12-13 191, 193, 200, 206, 215, 362-363, 374.
Endless, 16, 79, 85-87, 89-90, 107-108, See also Objects.
Destructive Aura, 224, 227, 255
121, 128, 130, 257-258, 271, 316. See also Availability Rating, 111, 113, 190,
Drag Under, 223, 227 Immortals. 370-375
Enrapture, 224, 228, 231 Endless Empire, 279-280 Bonus, 200, 215
Expression Surge, 222, 228 Enticers. See Decrees, Kheru. Services, 109, 112, 265, 374-375
Eye Spy, 228,251 Environmental Tilts, 127, 136-137, 143, 151, Traps, 114, 128, 130, 143, 206, 267-
False Ka, 223, 228, 255 153-155, 181, 189, 210-211, 214. See also 268, 369, 373
Fiendish Resilience, 226, 228, 321 Tilts. ESA, 342
Flaying Word, 228, 254 Amkhat’s Curse, 221-222, 228, 238, 361 Essence Bleed, 232-234, 350
Ghost Touch, 228, 257 Avalanche, 156, 361 Eternals. See Minor Guilds, Kher-Minu.
Godly Vision, 224, 229 Blizzard, 362 Ethiopia, 65
Husk Puppet, 229, 251 Charnel Ground, 362, 373 Executive Council, 308
Hydra, 229 Collapsing Ceiling, 137, 143, 153, 155- Experience, 95, 99-100, 102, 105-106,
Hypnotic Gaze, 223, 229, 231 156, 362, 373 122, 156, 161, 206, 257-258, 262, 314-315,
Impossible Proportions, 229, 250 Concealed Pit, 362-363, 373 360
Legion, 229, 251 Dark Waters, 154, 214, 363, 373 Cult Experiences, 106, 122
Mangle, 229, 253 Earthquake, 137, 363 Reminisce Experiences, 100, 161
Maze of Lost Souls, 224, 229, 231 Extreme Cold, 363-364 Extended Actions, 118, 127, 151, 168-172,
Extreme Heat, 364 175-177, 197, 220, 254, 350, 358. See also
Mirage, 229-230, 254 Actions.
Monstrous Resilience, 230, 252 Flooded, 154-155, 238, 364
Multiple Rolls, 177
Natural Weapons, 230, 250, 253, 255 Frozen Time, 152, 364
Roll Limit, 177
Pestilent Cloud, 256 Hallowed Ground, 107, 156, 321, 325,
364 Time Interval, 177
Prodigious Leap, 224-225, 230 Exudation, 276-277
Heavy Rain, 141, 154, 364-365
Ravenous Feasting, 223, 230-231
Reality Stutter, 224, 230-231, 249
Inferno, 153, 189, 366
Heavy Winds, 141, 365
F
Unbelievable Visage, 226, 230 Fairies, 121
Ice, 365
Venom, 223, 230-231 Fairview Stream Book Club, 47
Lifebane, 213, 367
Dreams of Avarice, 278-279 Falcons. See Decrees, Deshret.
Powerful Current, 154-155, 367, 373
Dronning Maud Land, 297 Farah, 11-13
Sandstorm, 158-159, 318, 367
Duat, 16, 64, 153, 231-232, 319-344 Fasad, 237-238, 241, 295
Scything Blades, 367-368, 373
Durability. See Objects, Durability Rating. Feel the Flow, 114, 152, 330
Swarm, 228, 361, 368-369
Fetu, 320. See also Fiends.
E Time Loop, 369
Unhallowed Ground, 216, 221, 321, 360,
Fiends, 16, 320
Eastern Africa, 296 Rank, 138, 216, 321
369
Effigies, 11, 17, 32-34, 97, 100, 208, 210, Filchner-Ronne Ice Shelf, 297
214, 264, 298, 302, 333-334. See also Ephemeral Dead, 231-232. See also Ghosts
Relics and Tef-Aabhi and Vessels. and Shades. Final Twilight, 341
Eternal Star, 333-334 Banes, 232 First World War, 79, 276, 293-295, 303,
Bans, 232 305
Lovers’ Aegis, 214
Corpus, 220-221, 224, 227-228, 231- Francis, 41
Miniature Mausoleum, 214
232, 234, 236, 249-251, 253-257, 318 Friends of the Three Gentlemen, 276
Sapphire Frog of Doud Sulmon Juma
Ephemeral Attributes, 232. See also
Hassan, 214
Effort, 114, 149, 196-198, 207, 352, 354,
Attributes. G
Ephemeral Traits, 232 Gamblers. See Minor Guilds, Wadjet-Itja.
357, 361
Influence, 233-234, 247 Gates. See Seven Gates.
Egypt, 16-17, 63, 66, 89, 133, 222, 275-
276, 278, 281, 285, 290, 303 Manifestation. See Manifestation. General Merits, 98, 105, 108-117. See also
Merits.

Index 381
Allies, 108, 114, 116, 127, 242, 254 Storied, 115 Auru, the Nile-Headed, 222-223
Alternate Identity, 108-109, 111 Striking Looks, 116, 262 Hepu, the Jackal-Headed, 223
Anonymity, 109, 111 Sympathetic, 116, 262, 280 Khespu, the Swarm-Headed, 223
Area of Expertise, 109, 268 Syncretic, 116 Menqi, the Serpent-Headed, 223
Common Sense, 109, 210, 266, 270, Trained Observer, 116, 266, 283 Pakhu, the Cat-Headed, 223
356 True Friend, 116 Sphinx, the Human-Headed, 223-224
Contacts, 102, 105, 108-111, 113-114, Vestige, 116 Utchefu, the Sky-Headed, 224
116, 127, 168-173, 264, 268, 270, 283
Vice-Ridden, 116 Healing, 125, 128, 137, 140, 144-145, 150-
Danger Sense, 110, 262, 268 151, 154, 164-165, 185-187, 189, 199, 216,
Virtuous, 116
Demolisher, 110, 242 236, 364
Wayward Cult, 116
Devotees, 110 Health, 99, 112, 115, 117, 127-128, 134, 140,
Geomancers. See Tef-Aabhi. 151, 154, 164, 184, 186, 234, 347, 362-
Direction Sense, 110
Ghosts, 17, 30, 42, 53, 69, 111, 118, 130, 363, 367. See also Damage.
Eidetic Memory, 110, 237, 242 133, 137, 146, 150, 157-158, 205,214-215, Bleeding Out, 128, 151, 186
Encyclopedic Knowledge, 110, 270, 283 219, 221, 223-224, 227, 229, 231-234,
240, 256-257, 283, 294-295, 297-298, Dead, 186
Etiquette, 110
318, 350, 361, 363. See also Ephemeral Health Box, 99, 112, 115, 117, 140, 154,
Fame, 106, 109-111 Dead. 186, 362-363, 367
Fanatical, 111 Anchors, 232-233, 318 Unconscious, 127, 134, 139, 164, 184,
Fast Reflexes, 111, 262, 270 Ghoul, 117 186, 234, 347
Fast-Talking, 111 Golden Age, 65 Heka, 16, 75-76, 84, 132, 142, 292-293
Fighting Finesse, 111 Golden Mourners, 297-299 Henet, 16, 36-37, 42, 45, 48, 51, 54, 81-82,
Fixer, 111 85, 107, 135, 159, 194, 198-199, 204, 209,
Grauballe Bog, 292 257, 260, 269, 278, 281, 311, 313, 315,
Fleet of Foot, 111, 268, 283 Great Expulsion, 293 318-319, 322, 325-326, 333-334, 341, 347,
Giant, 111, 278 Guardian Fiends. See Mekharr. 353, 356-357
Indomitable, 111, 270 Guild Affinities, 83-84, 100, 129-131. See Henet Pact, 325
Inspiring, 112, 283 also Affinities. Heritage New Zealand, 305
Interdisciplinary Specialty, 112, 278 Maa-Kep Affinities. See Maa-Kep Hetchi-Abata, 341
Iron Stamina, 112, 283 Affinities. High Priests of Set, 276
Language, 112, 114, 266 Mesen-Nebu Affinities. See Mesen-Nebu Hikaru, 164
Library, 112, 117, 266, 280 Affinities.
Hollow Mekhet, 84
Mentor, 108, 112, 114 Sesha-Hebsu Affinities. See Sesha-Hebsu
Affinities. Huari Empire, 285, 287-288
Observance, 112
Parkour, 112-113, 270
Su-Menent Affinities. See Su-Menent
Affinities. I
Professional Training, 113, 270-271, 283 Tef-Aabhi Affinities. See Tef-Aabhi Illuminati. See Shaba-nekh.
Pusher, 113 Affinities. Immortals, 76, 79, 84, 89-90, 96, 106-108,
Relic, 113, 258 Guilds, 19-39, 67-68, 129-131, 287, 291, 152, 162, 189, 204, 209, 211, 213-214,
294, 297, 300, 304, 307. See also Major 238-240, 244, 257-271, 281, 293, 295,
Renowned Artisan, 113 299-300, 302, 306, 313-315, 327-328,
Guilds and Minor Guilds.
Resources, 113-114, 370-372 332, 336-337, 344. See also Endless.
Gungnir, 290
Retainer, 108, 113-114 Blood Bather, 16, 76-77, 87, 89-90, 108,
Ritualistic Cult, 114
Safe Place, 114, 268
H 238, 257-264, 281, 314-315
Body Thief. See Body Thief.
Halifax Explosion, 293
Sandglass, 114 Eternal, 84, 89-90, 209, 211, 258, 266-
Hall of Memories, 306 268, 314-315
Scapegoats, 114 Handbook of the Nyctopian Masters, Lifeless, 16-17, 69, 76-79, 84, 86, 88-
Scorpion Cult Initiation, 81, 106, 114- 279-280 89, 96, 121, 130, 133-134, 142, 146, 149,
115, 122, 195-196, 203, 266, 273 Handling Score, 174 193, 201, 211, 229, 237-238, 240, 257,
Secretive, 115 Hassan, Doud Sulmon Juma, 288, 290 279, 295, 316, 363
Small-Framed, 115 Heads, 221, 226, 229-231, 321. See also Patchwork People, 271
Specialized Cultists, 115 Amkhata. Purified, 89, 271
Staff, 115 Abara, the Brazen-Headed, 222, 361 Reborn, 17, 89, 108, 258, 268-270,
Status, 108-110, 116, 127, 169, 195 314-315

382 Index
Vampires, 16, 76, 79, 84, 111, 117, 121, Tcheser-Tep, the Exalted Hand, 256 301-302, 325, 334, 367
132, 138, 147, 152, 265, 295, 314, 317 Unem-Besek, the Eater of Entrails, 17, 59- Limbs, 220-221, 225-226, 230-231, 321.
Visitors, 89, 271 60, 97 See also Amkhata.
Inca Empire, 285-287 Usekh-Nemtet, the First Judge, 17, 60, 97 Falcon’s Talons, 224-225
Inca Trail, 288-290 Junta. See Maa-Kep. Falcon’s Wings, 225-226
Incantation, 247-248. See also Avatar and Jupiter, 342 Great Cat’s Claws, 226
Benbenet. Human Extremities, 226
Information Age, 67 K Jackal’s Paws, 226
Inheritors, 16, 39, 96, 118, 125, 129-131, Kagemni, 341 Scorpion’s Limbs, 226
134-135, 140, 147-148, 153-154, 162, 164, Kambish, 299
325. See also Touchstones. Lions. See Decrees, Kheru.
Kaneferu, 295 Llullaillaco, 286
Initiative, 98, 100, 102, 111, 114, 126, 134-
Kemet, 63-65, 345 Llullailloco Children, 287
135, 138, 140, 146, 150-151, 158, 180-181,
184, 205, 215, 221, 229, 231-232, 242, Kepher, 16, 36, 68, 87-88, 107, 117, 131, Locations
249-251, 253-256, 263, 266, 268, 270, 159, 201, 212-213, 238-239, 267, 274. See
also Investigation. Antarctica, 296-299
278, 280, 283, 352, 371-372
Khama’at, 307-309 Cuzco, Peru, 285-289
Surprise, 127, 149, 152, 154, 181, 184,
229, 255 Khamet, Daunil, 292 Denmark, 290-292
Integrated Transport Solutions, LLC, 276 Khast, Lake of Fire, 322 Hong Kong, 306-309
Investigation, 106, 132, 193-194, 212-213. Khat, 16, 83 Johannesburg, South Africa, 299-303
See also Clues. Khepriya, 339-340 K’jipuktuk (Halifax), Canada, 292-296
Irem, 15-17, 19-21, 24, 27-34, 36-40, 55, Kheti, 320-321. See also Fiends. Wellington, New Zealand, 303-306
57-58, 63-69, 85, 87-91, 93-95, 97, 107, Locust Man, 295
116, 121, 130, 133, 164, 174, 201-202, 207, Khimpec the Hollow, 309
215, 219-220, 239, 242, 253, 256, 271, Kidd, William, 294 Lorekeepers. See Sesha-Hebsu.
278, 280, 286-287, 291, 296, 298-308, Ki-En-Gir, 65 Lower Reaches, 318
317, 328, 334, 338-340, 342, 349, 363. See Loyalists of Set, 276
Killwarden Base, 299
also Nameless Empire.
Killwarden, James, 276 Loyalists of the Final Dynasty. See Last Dynasty
Iremic, 16, 61, 74, 81, 114, 130, 214, 228, International.
237, 244, 266, 277 Killwarden III, James, 276
Lucky Serpent Shipping Company, 307, 309
Killwarden Memorial Conservation Fund, 277
J Knapp, Darrin, 266
Lucky Serpent Trading Corporation, 308
Luxor, 69
Jackals. See Decrees, Ashem. Kowloon Peninsula, 306
Lyra, 72
Japanese Nyctopian Masters, 280 Kowloon Walled City, 308
Jigsaw Concern, 340-341
Judges of Duat, 15-17, 55-62, 93, 97, 102,
Kowloon Walled City Park, 308-309 M
164, 243-244, 248, 250-256, 296 L Maa-Kep, 12, 16, 20-22, 25, 27-28, 31, 34,
38, 40, 43, 46, 49, 52, 67-68, 75, 77-78,
Am-Khaibit, the Eater of Shadows, 15, Laskaris, Kassia, 268 85-86, 97, 100, 102, 107, 129, 210, 231,
55-56, 97, 102, 243 Last Dynasty International, 220-221, 226, 264, 270, 287, 291, 293-295, 297-298,
An-Hotep, the Bringer of Sacrifice, 248 231-232, 275-277, 295-296, 299, 340 300-301, 305-309. See also Major Guilds.
Arem-Abfu, the Final Judge, 16, 56-57, 97 Last Dynasty Pharmaceuticals, 276 Maa-Kep Affinities. See also Affinities and
Bastu, the Stare, 250, 296 Guild Affinities.
Last Glacial Maximum, 290
Heraf-Het, Whose Face Is Behind It, Affable Aid, 22, 100, 102, 129
Law of Suffering, 16, 319-320
253-254 Amulet of the Envoy, 22, 100, 129
Legio VII Fortis, 47
Her-Uru, the Face of Dread, 251-252 Nexus of the Soul, 22, 100, 129
Lepus, 72
Kenemti, the Penitent, 16, 57-58, 97, 244 Maa-Nantuuf, the Seer of What Is Brought
Leroi, Damian, 341
Neb-Abitu, the Lord of Horns, 254-255 Forth, 243
Leroi, Myra, 341
Nebha, the Flame, 17, 58, 97, 244 Ma’at, 55, 61, 97, 243-244
Levant, 296
Neb-Heru, the Lord Above, That Which Macchu Picchu, 286-287
Libya, 65
Watches the Watchers, 249-250 Mage, 132, 147, 332
LIDAR, 286, 288
Neha-Hatu, the Stinking Body, 255-256 Fate Arcana Magic, 332
Lifeweb, 30-33, 37, 41, 53, 67, 81, 84-86,
Neheb-Ka, the One Who Unifies, 17, 58- Knowing Practices, 332
88, 107, 114, 117, 123, 155, 198, 203, 206-
59, 97 209, 212-213, 260, 265, 267, 294-297, Paradox Dice, 332

Index 383
Time Arcana Magic, 332 Underworld Gate, 234 262-263, 266, 268, 274, 277-278, 280,
Unveiling Practices, 332 Urged, 234-235 283, 355, 374
Maglemosians, 290 Maori, 303, 305 Politics, 101, 114, 127, 130, 169, 262,
270, 278, 280, 283, 348, 374
Major Guilds, 19-34, 36, 67-68, 129-130, Marchand, Oscar, 340
300-301. See also Guilds. Science, 113, 130, 169-170, 174, 241,
Mars, 132, 341-342 278, 355, 374
Maa-Kep. See Maa-Kep. Meeks, Lisette, 262 Meret, 14, 16, 20-21, 23-24, 28, 30, 33,
Mesen-Nebu. See Mesen-Nebu. Mekharr, 321-322, 324. See also Fiends. 35, 38-39, 68-69, 75, 80, 88, 94, 99, 101,
Sesha-Hebsu. See Sesha-Hebsu. Memorial Hieroglyphs, 212 107-108, 121, 161, 198, 239, 241, 247, 292,
Su-Menent. See Su-Menent. Memory, 77, 160-162 297, 304-305, 311-317, 325, 327, 334-338,
Tef-Aabhi. See Tef-Aabhi. 340, 342-344, 346
Memory Breaking Point, 161, 270, 347,
Malignant. See Minor Guilds, Maar-Kherit. 351, 354, 356. See also Breaking Point and Merits , 83, 95-96, 98, 100, 102, 105-120,
Memory. 122, 127, 176, 190, 195, 206, 210, 216,
Mana, 138 232, 234, 237, 254, 258, 265, 313, 315,
Manu, 229, 318, 322 Absences, 161 364, 369
Manifestation, 106, 157-159, 219-220, 223- Gaps, 161 Accursed Harbinger (Supernatural), 117
224, 232-235, 243-256, 296, 321, 349, Lapses, 161 Allies (General), 108, 114, 116, 127, 242,
352. See also Ephemeral Dead. Mendathinol, 275-277 254
Avernian Gateway, 234 Menkhetu the Visionary, 299-301 Alternate Identity (General), 108-109,
Claim, 157, 234-235 Menhu, 321-322, 333. See also Fiends. 111
Discorporate, 158, 232, 234, 318 Mental Attributes, 94, 120, 126, 167-168, Anonymity (General), 109, 111
Fetter, 232, 234-235, 321 214. See also Attributes. Area of Expertise (General), 109, 268
Giver of Gifts, 253-254. See also Judges Intelligence, 54, 94, 98, 100-101, 110, Artisan’s Aptitude (Timeless), 105
of Duat, Heraf-Het. 118, 134, 152, 157, 167-170, 172, 175, 178- Balanced (Timeless), 105
Idol, 321 179, 187, 215, 220-221, 235, 241, 262, 266,
268, 270, 277-278, 280, 283, 348, 350, Blue Lotus Pillar (Timeless), 105-106
Image, 235 356 Clairvoyance (Supernatural), 117, 216
Materialize, 157, 234-235 Resolve, 45, 48, 51, 94, 98, 100-102, Common Sense (General), 109, 210,
Minotaur, 255-256. See also Judges of 109-112, 117-120, 130, 134, 136-137, 139, 266, 270, 356
Duat, Neha-Hatu.. 142, 147-149, 151-152, 155-156, 167-168, Contacts (General), 102, 105, 108-111,
Possess, 159, 235, 321 178, 180, 187-188, 191-192, 203-204, 216- 113-114, 116, 127, 168-173, 264, 268, 270,
Sacrifice, 248-249. See also Judges of 217, 221, 227-229, 234-237, 241, 262-263, 283
Duat, An-Hotep. 266, 268, 270, 278, 280, 283, 347-348, Cult (Timeless), 106
350, 353-354, 360, 363-364, 366-368
Scorpion Banner, 251-253. See also Cursed (Supernatural), 117
Judges of Duat, Her-Uru. Wits, 45, 94, 98, 100-102, 109-111,
114, 116-120, 132, 134, 137, 144, 146, 167, Danger Sense (General), 110, 262, 268
Screaming Flock, 254-255. See also 169-175, 178-179, 181, 190, 192, 214, 217, Dead Celebrity (Timeless), 106
Judges of Duat, Neb-Abitu. 221, 229, 235, 241, 256, 262, 266, 268, Dead Flesh (Timeless), 106
Shadow Judge, 256-257. See also 270, 278, 280, 283, 348, 350, 355, 364
Judges of Duat, Tcheser-Tep. Demolisher (General), 110, 242
Mental Skills, 101, 112, 125, 168, 190, 194.
Sphinx, 249-250. See also Judges of See also Skills. Devotees (General), 110
Duat, Neb-Heru. Academics, 95, 101, 110, 114, 127, 130, Direction Sense (General), 110
Twilight Form, 233-235, 321 168, 179, 266, 268, 270, 278, 355, 358, Eidetic Memory (General), 110, 237, 242
Unfetter, 235 374 Encyclopedic Knowledge (General), 110,
Writhing of Eyes, 250-251. See also Computer, 94-95, 168-169, 173-174, 270, 283
Judges of Duat, Bastu. 270, 374 Endless Potency (Timeless), 106, 258,
Manifestation Conditions, 233-235. See also Crafts, 113, 118, 147, 169, 174, 215, 220, 262, 266, 268, 270
Conditions and Manifestation. 268, 355, 374 Enigma (Timeless), 106, 111
Anchor, 207, 232-233 Enigmas, 173-175 Etiquette (General), 110
Claimed, 53, 157, 234-235 Investigation, 101-102, 127, 130, 179, Fame (General), 106, 109-111
194, 169, 241, 250, 262, 266, 268, 278, Fanatical (General), 111
Controlled, 118, 233-235 280, 283, 355, 374
Fettered, 232, 234-235 Fast Reflexes (General), 111, 262, 270
Medicine, 112, 128, 130, 169, 186-187,
Materialized, 232, 234-235, 361, 363 270-271, 280, 283, 374 Fast-Talking (General), 111
Open, 142, 233-235, 256, 321 Occult, 42, 113, 117-120, 128, 130, 132, Fighting Finesse (General), 111
Possessed, 234-235 169, 179, 203, 212, 220, 238-239, 241, Fixer (General), 111

384 Index
Fleet of Foot (General), 111, 268, 283 Secretive (General), 115 Mi’kmaq First Nation, 293
Forbidden Rites (Supernatural), 117 Small-Framed (General), 115 Minor Guilds, 16-17, 35-39, 97. See also
Fount of Vitality (Timeless), 106-107 Social Merits, 190, 197, 210, 370-372 Guilds.
Funerary Text (Timeless), 107 Sorcerous Knowledge (Supernatural), 117, Kher-Minu, 16, 25, 36-37, 84, 88, 215,
120, 272, 283 295
General Merits. See General Merits.
Sorcerous Prodigy (Supernatural), 120 Maar-Kherit, 16, 31, 37-38, 216, 360
Giant (General), 111, 278
Specialized Cultists (General), 115 The Deceived, 35-36, 84, 153, 306
Grave Robber (Supernatural), 117
Staff (General), 115 Wadjet-Itja, 17, 22, 38-39, 292
Guild Paragon (Timeless), 107
Status (General), 108-110, 116, 127, 169, Mistress, 275-276
Indomitable (General), 111, 270
195 Modifier, 110, 112, 114, 117, 119, 127, 133-
Inspiring (General), 112, 283 134, 138-139, 158, 168, 175, 177, 180-185,
Storied (General), 115
Interdisciplinary Specialty (General), 112, 278 189, 192, 197, 203, 205, 212, 220, 230,
Striking Looks (General), 116, 262 237-240, 274, 277, 279, 356, 363, 366-
Interstitial Lives (Timeless), 107
Supernatural Merits. See Supernatural 368, 371-372. See also Dice.
Iron Stamina (General), 112, 283 Merits.
Language (General), 112, 114, 266 Damage Modifier, 127, 134, 139, 158,
Supernatural Resistance (Timeless), 108, 189, 366
Laying on Hands (Supernatural), 117-118, 132, 262, 266, 268, 270
270 Environmental Modifier, 168
Sympathetic (General), 116, 262, 280 Equipment Modifier, 168
Library (General), 112, 117, 266, 280 Syncretic (General), 116
Lineal Inheritor (Supernatural), 118 Initiative Modifier, 138, 158, 181, 205
Telekinesis (Supernatural), 120, 210, 266 Weapon Modifier, 182-185, 230, 363,
Medium (Supernatural), 118 Telepathy (Supernatural), 120, 262 366, 368, 371
Mental Merits, 210 Tenacious Eternity (Timeless), 108 Moeller, Wilfried, 277
Mentor (General), 108, 112, 114 Thief of Fate (Supernatural), 121, 270 Monoliths. See Decrees, Nesrem.
Merit Tags. See Merit Tags. Timeless Merits. See Timeless Merits. Mortal Decree, 204
Multilingual (General), 78 Tomb (Timeless), 108, 206-207 Mortals, 14, 16-17, 316
Observance (General), 112 Trained Observer (General), 116, 266, Morticians. See Su-Menent.
Omen Sensitivity (Supernatural), 118, 216 283 Mortifiers. See Anukhu.
Overburdened (Timeless), 107 True Friend (General), 116 Movement, 141, 154, 158-159, 367. See also
Parkour (General), 112-113, 270 Unseen Sense (Supernatural), 121, 262, Speed.
Physical Merits, 210 270 Muhammad of Ali of Egypt, 176
Professional Training (General), 113, 270- Vestige (General), 116 Museum of High-Altitude Archaeology,
271, 283 Vice-Ridden (General), 116 287-288
Psychokinesis (Supernatural), 118-119, Virtuous (General), 116
158, 214 Wayward Cult (General), 116 N
Psychometry (Supernatural), 119, 268 Witness (Supernatural), 121 Nameless Empire, 14, 16-17, 27, 30-31, 33-
Pusher (General), 113 34, 38, 45, 63-67, 83, 89, 121, 161, 206,
Merit Tags, 105
Relic (General), 113, 258 208-210, 271, 278-280, 296-300, 304-
Cult, 105, 108-109, 112-117, 122 305, 328, 334-340, 344-345. See also Irem.
Relic Sensitivity (Timeless), 107, 266, 268 Cult Only, 105, 110-112, 114-116, 122 Nameless Lion, 146. See also Utterances,
Renowned Artisan (General), 113 Style, 105, 110-112 Power of Re
Resonant Lifetime (Timeless), 107 Merry Pranksters, 278 Namers, 28, 35
Resources (General), 113-114, 370-372 Mesen-Nebu, 17, 22-25, 27-28, 31, 34, 40, NASA, 342
Resplendent Soul (Timeless), 107-108 43, 46, 50, 52, 64, 67, 69, 76, 90, 97, 100, National Archives of Copenhagen, 292
Retainer (General), 108, 113-114 107, 113, 129, 210, 261, 264, 287, 291, 293-
National Archives of New Zealand, 304
Ritualistic Cult (General), 114 295, 298-302, 305, 307-309, 315. See also
Major Guilds. National War Memorial of New Zealand,
Ritual Sorcerer (Supernatural), 117, 120, 305-306
272, 274, 278, 280, 283 Mesen-Nebu Affinities, 25, 100, 129-130.
See also Affinities and Guild Affinities. Nebtet, 322
Safe Place (General), 114, 268 Necromancers. See Su-Menent.
Almsman’s Tithe, 25, 100, 129-130
Sandglass (General), 114 Nefersobk, 275
Divine Flesh, 25, 100, 129
Scapegoats (General), 114 NefertiTxt, 53
Hone the Soul, 25, 100, 129
Scorpion Cult Initiation (General), 81, Nehu, 326
106, 114-115, 122, 195-196, 203, 266, 273 Middle Kingdom, 29, 278

Index 385
Neith, 297 Size, 118-119, 138, 140, 142-143, 146, Poisoned, 129, 150-151, 187, 214, 226,
Nekhenhu the Innocent, 297 151, 153, 155, 159, 185, 189-190, 207, 230, 255, 367, 369, 373
209, 214-217, 220-222, 225, 229, 232, Sick, 135-145, 154, 187, 255-256, 368
Nemur Who May Remember, 302 334, 368-369, 371-372
Neshshu. See Ashen Storm. Skincrawler, 241, 368, 373
Structure, 125, 142-143, 150, 153, 155-
Neter-Khertet, 17, 35, 37, 42, 69, 127-128, 156, 190, 207, 209-210, 213-217, 229, 268, Stunned, 144, 151-152, 368
138, 142, 146, 149-150, 153, 158, 165, 334 Pert-en-hat, 11-13
210, 216, 219-224, 227-229, 231-232, 234, Odense, 292 Petemet, 287
238, 240-241, 275, 317-320, 322, 326,
350, 361, 363, 368 Old Egyptian, 16 Pharaoh of Mice, 11-13
Netit-Sekhem. See Lifeweb. Old Kingdom, 63 Physical Attributes, 94, 122-124, 126, 139,
Open Rites, 83, 120, 212, 272-275, 278, 157, 159, 168, 174, 210, 234, 257, 265. See
Netra-Peri, 303-305 also Attributes.
280, 283. See also Rites.
New Castile, 286 Dexterity, 94, 98-102, 111-114, 134, 139,
Abjuration, 273, 359
New Orleans, 294 144, 149, 153, 158, 168, 170-171, 175,
Binding, 273, 359 179, 181-183, 185, 187, 189, 214-215, 217,
New Pharaohs. See Tef-Aabhi.
Call, 73-74, 85, 212, 260, 272-273, 339 220-221, 227, 241, 262, 266, 268, 270,
New Rome, 67 278, 280, 283, 355, 361-367
Contact, 273
Nile River, 63, 68, 220, 224, 290-291, 322, Stamina, 42, 51, 94, 98, 100-102, 112,
363 Create Vestige, 207, 273-274, 280, 283,
316 120, 134, 137, 139-140, 145, 146, 152, 168,
Nile River Valley, 220 170, 183, 186-189, 209, 215-216, 221, 229-
Exorcism, 273, 283 230, 235, 241, 255, 262, 266-268, 270,
Nome, 17, 39, 67-69, 287
Summoning, 73, 220, 273, 283 278, 280, 283, 350, 353, 362-364, 367
Nomenclature, 16, 35-36
Sybaritic Omen Interpretation, 273, 280, Strength, 48, 94, 98-102, 110-111, 120,
North Africa, 290, 296 283 126-127, 134, 137, 139, 142-143, 148-149,
Notromadine, 275 Warding, 273, 283, 359 168, 170, 175, 178, 182-184, 188, 192,
Numina (Numen), 106, 158, 232, 234-236, Opium Wars, 306 221, 236, 241, 262, 266, 268, 270, 278,
321, 350 280, 283, 350, 366-367, 370-372
Oracles. See Minor Guilds, Wadjet-Itja.
Blast, 235 Physical Skills, 101, 126, 170, 234. See also
Orion, 72 Skills.
Dement, 235
Osirian Prometheans, 84 Archery, 95, 173-174
Drain, 235
Osiris. See Azar. Athletics, 98, 100-102, 111-113, 127,
Hallucination, 235
134, 153, 158, 170, 174, 182-183, 189, 216,
Implant Mission, 235
Innocuous, 236
P 262, 266, 268, 270-271, 278, 280, 283,
Parangelia Seth. See Last Dynasty 361-367, 374
Regenerate, 236 International. Brawl, 101, 111, 134, 148, 170, 173,
Sign, 236 Perez, Regina, 270-271 182-184, 240-241, 266, 268, 270, 283,
358, 370-371, 374
Telekinesis, 236 Personal Tilts, 181. See also Tilts.
Drive, 94-95, 101, 127, 170-171, 173-
Nuru, 298 Arm Wrack, 127, 137, 148, 229, 253,
174, 179, 262, 365, 367, 374
Nyctopian Masters, 278-280 268, 361
Firearms, 101-102, 151, 171, 173-174,
Beaten Down, 183, 362
O Blinded, 127, 134, 146-147, 149, 181,
182-183, 185, 268, 270-271, 283, 358, 374
Larceny, 114, 128, 171, 190, 205, 216,
Oak Island, 294 348, 362
262, 266, 374
Objects, 110, 119-120, 126-127, 136, 138, Deafened, 363
Ride, 95, 173-174
140, 146, 149, 151, 168, 174, 189-190, Disoriented, 143
193, 207, 210, 212-213, 215, 220, 232, 234, Stealth, 101, 128, 146, 148, 171, 179,
Drugged, 151-152, 187, 230, 268, 363, 181, 205, 251, 262, 266, 280, 283, 374
236, 254, 264, 273, 324, 329, 342, 362, 366
364 Survival, 94, 128, 171, 217, 262, 268,
Extreme Cold, 363-364 270-271, 278, 280, 283, 355, 374
Damage to Objects, 190
Extreme Heat, 364 Weaponry, 94, 101, 111-112, 171, 182-
Destruction, 190
Immobilized, 184, 215, 366 183, 216, 241, 262, 270, 280, 283, 358,
Durability Rating, 108, 110, 125, 126-127, 363, 366-367, 370, 374
143, 150, 155-156, 185, 190, 207, 209, Insane, 158, 235, 366
214-217, 268, 334, 366 Insensate, 142, 366 Physics. See Minor Guilds, Maar-Kherit.
Object Traits, 190 Knocked Down, 127-128, 137, 140-141, Pillars, 16-17, 70-71, 122-123, 237. See also
148, 153, 158, 365-367 Soul Affinities.
Repair, 107, 169, 174, 190, 213, 268,
374 Leg Wrack, 127, 137, 148, 229, 363, 367 Ab (Heart), 15, 48, 70-72, 96, 98, 102,
122, 124-125, 132, 134-141, 143-147, 149,

386 Index
151, 155-158, 164, 205, 238-241, 275, 277, 174, 180, 200, 207-211, 213-215, 219-220, 222- Royal Canadian Navy, 293
280, 282-283, 350 223, 226, 228-230, 239, 244, 247, 254, 257, Rubicon, 67
Akhu, 326 260, 264, 267, 273-274, 289, 297-298, 303-
Ba (Spirit), 16, 45, 70-72, 96, 98, 122,
304, 306-309, 314-315, 324-326, 331, 334-336,
342-343, 350, 357, 360. See also Vessels. S
125-126, 132-133, 135-136, 139, 142-145, Saboteur, 293-296
147-150, 152-155, 158, 205, 238-240, Amulets. See Amulets.
Sachiko, Aya, 280
275, 277, 279-280, 282-283, 350 Ankhs, 37. See also Maar-Kherit and
Vessels. Sachiko, Hana, 280
Ka (Essence), 16, 51, 70-72, 84, 97-98,
102, 122, 126-127, 135-139, 141-142, 144, Bane Relics, 211-213, 220, 237, 239, 367 Sachiko, Ishii, 280
147-148, 150-152, 157-158, 205, 238-239, Curse. See Vessels, Curse. Sachiko, Souta, 280
241, 275, 277, 279-280, 282-283, 295, 350 Sachiko, Yuuka, 280
Curse Immunity, 212
Pillar Points, 42, 45, 48, 51, 54, 83, 105- Sacred Architecture, 91, 107, 155-156, 333
107, 117-118, 122-125, 129, 132, 135, 138- Effigies. See Effigies.
139, 148, 159-160, 203-204, 206, 208-209, Eternal Relics, 211, 214 Sacred Geometry, 16, 32, 53, 67, 85, 156,
212-214, 216, 237-240, 246, 255, 257, 265, 206-107, 213, 241, 245, 285, 298, 318,
Harmonic Centerpiece, 206, 265
268, 273, 275, 277, 322, 346, 349, 352, 358 350
Power. See Vessels, Power.
Pillar Rating, 130-143, 145-146, 148- Sadikh, 17, 69, 79, 83-84, 88, 90, 96, 108,
Regia. See Regia. 129, 131, 162, 164, 204-205, 237, 260,
149, 151-159, 165, 105, 215-216, 262
Seb, 35-36. See also The Deceived and 292, 307-308, 313-315, 317, 325. See also
Pillar Trials, 319-320, 322, 324 Vessels. Touchstones.
Ren (Name), 17, 53-54, 70-72, 97-98, Texts. See Texts. Sahu, 17, 42, 83-84, 106, 118, 123-124,
122, 127-128, 133-135, 139-140, 142-144, 132, 145, 159, 165, 200, 204, 230, 240,
146-157, 205, 238, 241, 275, 277, 280, Uter. See Uter.
259, 265, 277, 295, 318-320, 347, 354,
282-283, 350 Ren-Hekau, 26, 35 357
Sheut (Shadow), 17, 42, 70, 72, 84, 96, Restless Stars. See Minor Guilds, The Sand Vipers. See Behenu.
98, 102, 122, 128-129, 132-133, 135-142, Deceived.
144-146, 149-154, 156-157, 205, 238, 241, Sanctity of Experience, 204, 206
Resurrection, 16, 25, 30-31, 37, 70, 133,
275, 277, 279-280, 282-283, 350 159-161, 165, 199, 203, 212, 236, 319, 328 Sanctity of Merits Rule, 105, 108, 117, 136,
Pizzaro, 286 199, 206, 257. See also Merits.
Reunion, 281
Place of Slaughter, 323 Sanguine Fellowship, 280-283, 294
Revolutionaries. See Mesen-Nebu.
Ponte City Apartments, 301-302 Sarcophagus Text, 74, 324
Rites, 16-17, 69-70, 83-85, 114, 117-118,
Purists. See Netra-Peri. 120, 162, 204-205, 212, 231, 237-241, 258, Sarkalis, 292
Pyramid, 32, 58, 67-68, 81, 83-84, 127, 265, 272-283 Sarna, 278-279
155, 204, 220, 231, 246, 297, 299, 312- Bane Rites. See Bane Rites. Schwartzmann, 164
315, 317, 339, 341 Closed Rite. See Closed Rites. Scope, 132, 193, 213
Pyramid of Nekhenhu the Innocent, 297, 299 Open Rite. See Open Rites. Screams from the Bog, 291

Q Open Rite Mastery, 120, 272-273


Rite of Investment, 16, 83-85, 114, 118,
Scroll of Ages, 26-28, 34, 40, 53, 72, 295,
298, 341
Quiet Harbor, 50 162, 204, 265, 272, 275 Scrolls of Isis, 275

R Rite of Purity, 277-278


Rite of Return, 16-17, 19, 21, 29-31, 34-39,
Seal the Flesh, 17, 106, 123, 148, 165
Second Irem. See Filchner-Ronne Ice Shelf.
Raleigh-Durham-Chapel Hill, North Carolina,
43, 59-60, 66-67, 69-70, 79-81, 83-84, Sef-ammut, 337-338
275
88-89, 93-94, 96-98, 104, 123, 131, 136,
Range, 127, 143, 149, 158, 185, 210-211, Sekhem, 16-17, 159, 200-202, 236. See
159-162, 165, 202, 212, 236, 257, 259-
213, 227, 229, 235, 239, 372 also Dedwen and Relics.
260, 265, 271, 276, 286, 288, 296-297,
Re, 146 327-330, 332, 335-340, 343-345 Semektet. See Descent.
Recuredo, 299 Rite of the Engraved Heart, 17, 83-84, 162, Second Boer War, 299-300
Regia, 17, 23, 25, 97, 100, 208, 210, 215, 204-205 Second World War, 79, 276, 294-295, 303-
298, 305. See also Mesen-Nebu and Relics Rite of the Golden Vial, 231, 276-277 305, 329
and Vessels. Sorcerous Rites, 120, 204, 272-274, 346 Serpens, 72
Alkahest Flask, 215 River of Truth, 43 Serpents. See Decrees, Usheb.
Medusa’s Spear, 215 Rivers in the Caverns, 318 Sesha-Hebsu, 17, 22, 25-28, 31, 34, 40,
Wanderer’s Clay, 215 43, 47, 50, 52-53, 67, 69, 74-75, 86-87,
Rosales, Salvador, 333
97, 100, 107, 130, 210, 264, 278, 287, 290-
Relics, 16, 20, 23, 26, 29, 33-39, 48, 54, 56, 68- Roskilde, 291 292, 294-295, 298, 301, 303-308, 341.
70, 73-78, 81, 83, 85-90, 98, 105, 107, 113, 115, See also Major Guilds.
Rousses, Peter, 283

Index 387
Sesha-Hebsu Affinities. See also Affinities and Size (Character), 98, 100, 102, 111, 115, 127, Cryptography (Investigation), 169
Guild Affinities. 135, 137, 143, 175, 368, 371-372 Cult Members (Empathy), 172
Eyes of Justice, 28, 100, 130 Skills, 94-95, 100-102, 105, 112-113, 129, Cult Rituals (Socialize), 172
Loremaster’s Guile, 28, 100, 130 134, 159, 167-174, 190, 194, 206, 210,
221, 232, 234, 237, 241, 265, 315, 353 Cults (Streetwise), 172
Master of the Written Word, 28, 100, Dance (Expression), 172
130 Asset Skills, 113, 271, 283
Mental. See Mental Skills. Data Retrieval (Computer), 169
Set, 275
Physical. See Physical Skills. Defensive Driving (Drive), 171
Seven Gates, 127, 321-322, 324, 343
Social. See Social Skills. Democratic (Politics), 169
Fifth Gate (Trials of Name), 322-323
Specialties. See Skill Specialties. Detail Oriented (Investigation), 101
First Gate (Outer Realms), 322
Skill Specialties, 95, 100-102, 105, 109, Detecting Lies (Subterfuge), 173
Fourth Gate (Trials of Essence), 322
111-114, 120, 167-174, 194, 211, 237, 273. Direct Threats (Intimidation), 172
Second Gate (Trials of Heart), 322 See also Skills. Dirty Fighting (Brawl), 170
Seventh Gate (City of Black Spines), 323- Acrobatics (Athletics), 170
324, 343 Divination (Occult), 169
Alchemy (Science), 170 Doublespeak (Subterfuge), 173
Sixth Gate (Trials of Shadow), 323
Amkhata (Occult), 169 Drama (Expression), 172
Third Gate (Trials of Spirit), 322
Anatomy (Medicine), 112 Dress Balls (Socialize), 172
Seven Tongued Liar, 271
Anthropology (Academics), 168 Duat (Occult), 169
Seven Years’ War, 293-294
Archery (Athletics), 170 Duat (Survival), 171
Seychelles, 275
Architecture (Academics), 168 Emotion (Empathy), 172
Shaba-nekh, 339. See also Khepriya.
Art History (Academics), 168 English (Academics), 168
Shabtis, 325
Automotive (Crafts), 169 Engraving (Crafts), 169
Shades, 17, 64, 145-146, 219, 223, 231-
233, 295, 318-320, 322-323. See also Autopsy (Investigation), 169 European Bow (Archery), 174
Ephemeral Dead. Bar Hopping (Socialize), 172 Evasion (Drive), 171
Shadow Realm, 271 Birds (Animal Ken), 172 Faking Death (Stealth), 171
Shang, Mo Chou, Queen of Guangzhou, Black Market (Streetwise), 172, 283 Fashion (Crafts), 169
307-308 Body Language (Investigation), 169 Fast-Talking (Persuasion), 172
Shan’iatu, 11-12, 16-17, 19-21, 24-25, 27-31, Boxing (Brawl), 170 Felines (Animal Ken), 172
33-39, 63-67, 80-81, 83, 88-89, 153, 202,
208, 236, 240, 278, 286, 291, 293, 296, Breaking and Entering (Larceny), 171 First Aid (Medicine), 169, 280
327, 332, 336-340, 344-345 Bureaucracies (Enigmas), 174 Foraging (Survival), 171
Shepherds. See Su-Menent. Bureaucracy (Politics), 114, 169 Forging (Crafts), 169
Shezmu, Winemaker of the Gods, 323 Calming (Animal Ken), 172 Frat Parties (Socialize), 172
Shuankhsen, 14, 16-17, 84-85, 88-89, Calming (Empathy), 172, 266 Gangs (Streetwise), 172
202, 211-212, 220, 222, 236-241, 267- Camouflage (Stealth), 171 Genetics (Science), 170
268, 275, 286, 288, 290-291, 295, 299, Canines (Animal Ken), 172
305-309, 314-315, 324, 340-341. See also Ghosts (Occult), 169
Immortals, Lifeless. Casting Lots (Occult), 169 Graffiti (Crafts), 169
Bane Affinity. See Bane Affinities. Chains (Weaponry), 171 Graphics (Computer), 169
Bane Rite. See Bane Rites. Chariots (Drive), 171 Grappling (Brawl), 170
Lifeless Burdens, 237 Church (Politics), 169 Guilds (Politics), 169
Lifeless Thrall, 134, 229, 238 Church Lock-In (Socialize), 172 Hacking (Computer), 169
Remnant Pillar, 237 Climbing (Athletics), 170 Handguns (Firearms), 171, 283
Shuankhsen Attributes, 237. See also Clubs (Weaponry), 171 Hematology (Science), 170
Attributes. Codes (Enigmas), 174 Hiding Emotion (Subterfuge), 173
Shuankhsen Skills, 237 Concealment (Larceny), 171 History (Academics), 168
Sickness. See Sybaris. Confidence Scam (Persuasion), 172 Hunting (Survival), 171, 270
Silence, 89, 128, 236 Conspiracies (Enigmas), 174 Improvised Weapons (Weaponry), 171, 270
Silkeborg, 292 Cosmetics (Crafts), 169 In Plain Sight (Stealth), 171
Sin-Eater, 317 Crime Scenes (Investigation), 169, 262 Inspiring (Persuasion), 172
Sirius, 72 Crowds (Stealth), 171 Internet (Computer), 169

388 Index
Interrogation (Intimidation), 172 Research (Academics), 168 Undercover (Streetwise), 172
Irem (Occult), 169 Riddles (Investigation), 169 Unfamiliar Horses (Ride), 174
Iremite Religion (Academics), 114 Riding in Combat (Ride), 174 Veiled Threats (Intimidation), 172
Japanese Bow (Archery), 174 Rifles (Firearms), 171, 173, 270 Vessels (Occult), 169
Jewelry (Crafts), 169 Rumors (Streetwise), 172 Virology (Science), 170
Journalism (Expression), 172 Rural (Stealth), 171 Weather (Archery), 174
Judges (Occult), 169 Safecracking (Larceny), 171 Weather (Survival), 171, 283
Jumping (Athletics), 170 Sales Pitch (Persuasion), 172 Wind (Archery), 174
Jumping (Ride), 174 Scandals (Politics), 169 Slaughterers. See Menhu.
Jury Rigging (Crafts), 169 Sculpting (Crafts), 169 Sobek, 224
Lab Work (Investigation), 169 Security (Computer), 169 Social Attributes, 94, 124, 134, 168, 174,
Law (Academics), 168 Security Systems (Larceny), 171 234, 265, 273, 315. See also Attributes.
Lies (Empathy), 172 Seduction (Persuasion), 172 Composure, 42, 94, 98, 100-102, 108-
111, 114, 116-120, 130, 134, 138-140, 143-
Literature (Academics), 168 Sekhem (Occult), 169 144, 155-156, 167-168, 178-181, 191, 192,
Little White Lies (Subterfuge), 173 Sermon (Persuasion), 172 203-204, 210, 212, 215-217, 221, 227, 229,
Local (Politics), 169 Shadowing (Stealth), 171, 280 234-236, 239, 241, 252, 256, 262-263,
Lockpicking (Larceny), 171 Shelter (Survival), 171, 283 266, 268, 270, 278, 280, 283, 347, 350,
353-354, 360, 364, 366
Longbow (Archery), 174 Short Bow (Archery), 174
Manipulation, 54, 94, 98, 100-101, 108-
Martial Arts (Brawl), 170 Shotguns (Firearms), 171, 283 111, 134, 136, 144-145, 151, 168-169, 171-
Misdirection (Subterfuge), 173 Singing (Expression), 172 173, 178, 181, 216-217, 221, 241, 262-263,
Motives (Empathy), 172 Sleight of Hand (Larceny), 171 265-266, 268, 270, 278, 280, 283, 348
Motorcycles (Drive), 171 Social Media (Computer), 169 Presence, 48, 94, 98, 100-101, 112, 116-
117, 134, 138, 140, 146, 157, 168, 171-172,
Musical Instrument (Expression), 172 Social Networks (Enigmas), 174 177-178, 192, 212, 217, 221, 239, 241, 262,
Navigation (Streetwise), 172, 283 Sorcery (Occult), 169 266, 268, 270, 278-280, 283
Navigation (Survival), 171 Spears (Weaponry), 171 Social Maneuvering, 48, 51, 54, 110, 116,
Neuroscience (Science), 170 Speeches (Expression), 172, 280 125, 129, 135-136, 191-193, 215, 246,
253, 346, 348, 355, 357, 359
Off-Road Driving (Drive), 171 Stakeout (Stealth), 171
Doors, 51, 54, 110-111, 116, 125, 129,
Organized Crime (Politics), 169 Stare Down (Intimidation), 172
136, 191-193, 355, 357, 359
Painting (Crafts), 169, 268 Stunts (Drive), 171
Goals, 191, 195
Parkour (Athletics), 170, 270 Superstition (Occult), 169
Impression, 48, 54, 107, 110-111, 113,
Particular Breeds (Ride), 174 Surgery (Medicine), 169 127, 135-136, 191-193, 215-216, 246, 253,
Pathology (Medicine), 169 Swimming (Athletics), 170 348, 359
Pellet Bow (Archery), 174 Swords (Weaponry), 171 Resolution, 193
Performance Art (Expression), 172 Tailing (Ride), 174 Social Skills, 101, 109-110, 124, 168, 171,
Personalities (Empathy), 172 Taxidermy (Crafts), 169 210, 234, 315. See also Skills.
Pharmaceuticals (Medicine), 169 The Club (Socialize), 172 Animal Ken, 124, 171, 278, 375
Physical Therapy (Medicine), 169 Threatening (Intimidation), 101 Empathy, 48, 101, 111, 116-118, 120,
124, 129, 172, 178-179, 209, 214, 216, 250,
Physics (Science), 170 Threats (Brawl), 170 252, 266, 268, 278, 283, 348, 354-356,
Pickpocketing (Larceny), 171, 266 Throwing (Athletics), 170 375
Pistols (Firearms), 101 Throws (Brawl), 170 Expression, 106, 112, 116, 127, 130, 147,
Political Fundraisers (Socialize), 172 Tomb (Stealth), 171 172, 177-178, 212, 217, 239, 241, 262, 268,
279-280, 355, 375
Poor Visibility (Archery), 174 Tomb Traps (Larceny), 171
Intimidation, 101-102, 106, 116, 127,
Programming (Computer), 169 Torture (Intimidation), 172
149, 172, 178, 217, 241, 266, 270, 278,
Pursuit (Drive), 171 Training (Animal Ken), 172 280, 283, 347-348, 354, 357-358, 375
Religion (Academics), 168 Translation (Academics), 168 Persuasion, 101, 108, 111, 113, 116, 129,
Repair (Crafts), 169 Tricks (Ride), 174 152, 172, 214, 217, 241, 262, 266, 280,
Reptiles (Animal Ken), 172 Trick Shot (Archery), 174 283, 347, 355, 359, 375
Research (Enigmas), 174 Trick Shots (Firearms), 171 Socialize, 106, 110, 124, 129, 155, 172,

Index 389
178, 192, 214, 217, 262, 266, 268, 270, Soulsight (Ab), 102, 124 Stone Spears. See Minor Guilds, Kher-Minu.
278, 283, 348, 357, 375 Soul Threads (Ren), 128 Structure. See Objects.
Streetwise, 94, 101, 129, 155, 172, 178, Swift As the Sun (Ba), 126 Su-Menent, 17, 22, 25, 28-31, 34, 37-38,
209, 268, 270, 283, 355, 375 40-41, 44, 47, 50, 53, 67, 69, 76, 78, 84,
Towering Perspective (Ka), 127
Subterfuge, 101, 108, 111, 116, 129, 173, 86-87, 97, 100, 107, 130, 211, 216, 264,
181, 215, 217, 240-241, 251, 262, 266, 283, Voice of Conscience (Ab), 125 286-288, 290-295, 298, 301, 305-308,
347-348, 354-355, 357, 359, 375 Voice of Temptation (Sheut), 129 336. See also Major Guilds.
Sorcerers, 57, 60, 69, 83, 85, 87, 96, 120, Wisdom of the Ancients (Ba), 126 Su-Menent Affinities, 130. See also Affinities
162, 187, 203-204, 207, 209, 212-213, 222, Soul-Gnawers. See Fetu. and Guild Affinities.
238, 246, 257-261, 271-274, 279, 281, Sources of Harm, 164, 187-189, 256 Blazing Zeal, 31, 100, 130
283, 286, 294-295, 308, 313-317, 333,
340. See also Pyramid. Disease, 117-118, 128, 130, 145, 150, Fated Soul, 31, 100, 130
187, 255, 262, 286, 320, 368 Flesh-Culled Secrets, 31, 100, 130
Sothic Turn, 17, 27, 50, 66, 68, 72-75, 77,
83, 98, 157, 159, 275-276, 279, 281, 285- Drugs, 24-25, 47, 172, 187-188, 264, Sunset Sophists, 47
288, 290, 296-297, 299, 313, 332-334, 275, 278, 346, 363, 366 Sun Yee On, 307
336, 338, 341-342, 344-345 Electricity, 118, 129, 188 Supernatural Merits, 83, 108, 117, 210, 257-
Sothis’ Wheel, 88 Extreme Environments, 127, 142, 155, 258, 364, 369
Sotho, 299 188-189 Accursed Harbinger, 117
Soul Affinities, 84, 98, 100, 102, 124-128, Falling, 113, 126, 136, 189 Clairvoyance, 117, 216
135, 204, 262, 351. See also Affinities and Fire, 118, 127, 129, 137, 146, 148-150, Cursed, 117
Pillars. 153, 158, 164, 189, 227, 267, 357, 366
Forbidden Rites, 117
Amanuensis (Ren), 127 Poison, 128-129, 134, 137, 150-151,
187-188, 210, 230, 367, 373 Grave Robber, 117
Ancient Horror Unveiling (Sheut), 128
Spearpoint, 283. See also Sanguine Laying on Hands, 117-118, 270
Anointed Prowess (Ka), 126
Fellowship. Lineal Inheritor, 118
Auspicious Mastery (Ba), 125
Spears of Michael Motorcycle Club, 333 Medium, 118
Beast Companion (Ba), 125, 216
Special Qualities, 221-226. See also Omen Sensitivity, 118, 216
Bestial Majesty (Ab), 124 Amkhata. Psychokinesis, 118-119, 158, 214
Blessed Panoply (Ren), 127 Ashen Entrance, 224 Psychometry, 119, 268
Blessed Soul (Ab), 124 Brash, 222 Ritual Sorcerer, 117, 120, 272, 274, 278,
By Steps Unseen (Sheut), 128 Conservant, 223 280, 283
Chariot of Judgment (Ba), 125 Dream Visitor, 224 Sorcerous Knowledge, 117, 120, 272,
Crown of Wadjet (Ab), 124 Fester, 223 283
Death Mask (Ab), 124 Flight, 226 Sorcerous Prodigy, 120
Deathsight (Sheut), 128 Grasp, 226 Telekinesis, 120, 210, 266
Divine Countenance (Ab), 124 Lunging Strike, 223 Telepathy, 120, 262
Dominating Might (Ka), 102, 126-127 Opposable Thumbs, 226 Thief of Fate, 121, 270
Enduring Flesh (Ka), 127 Pack Hunter, 223 Unseen Sense, 121, 262, 270
Enlightened Senses (Ren), 127 Rend, 226 Witness, 121
Entombed Glory (All), 124 Swift Catch, 225 Supernatural Potency, 159
Falcon Soul Aloft (Ba), 125-126 Telepathy, 223 Supernatural Tolerance, 108, 159, 232, 234-
Familiar Face (Ren), 127 235, 263
Untraceable, 226
God King’s Scepter (All), 124 Supernatural Traits, 167
Speed, 98-100, 102, 111, 125-126, 136,
Godsight (Ren), 128 139-140, 142-143, 148-151, 154, 159, 168, Blood Potency, 132
Grip of Death (Sheut), 128, 132 175, 181, 184-185, 215, 221, 225-227, 230, Surprise. See Initiative, Surprise.
Guardian Wrath (Ka), 127 232, 350, 352, 361-363, 365, 367-368, Sutek, the Nameless Serpent, 64, 319, 322
370. See also Movement.
Living Monolith (Ka), 127 Sybaris, 16-17, 37-38, 81, 114, 121, 123-125,
Spies. See Maa-Kep. 128-129, 132-133, 135, 140, 149, 151, 153,
Opener of the Way (Sheut), 128
Stalwart. See Decrees, Nesrem. 163, 202-205, 216, 221, 223, 229, 243,
Radiant Life Force (Ren), 128 246, 252, 273, 277, 314, 317, 346, 348-349,
Starfall, 22, 25, 28, 31, 34, 304-305
Retributive Curse (Ka), 127 359-360, 369. See also Conditions, Sybaris.
St. John, Ian, 298
Scorpion Veins (Sheut), 128-129 Sybaritic Omens, 203, 273, 277, 325,
Stonecutter’s Island, 306 359-360
Soul Infusion (Ba), 126

390 Index
T Enigma, 106, 111
Fount of Vitality, 106-107
Dark Waters (Environmental), 154, 214,
363, 373
Ta-Hemi, 287-288
Funerary Text, 107 Deafened (Personal), 363
Talons. See Decrees, Deshret.
Guild Paragon, 107 Disoriented (Personal), 143
Tef-Aabhi, 11, 17, 22, 25, 28, 30-34, 38,
Interstitial Lives, 107 Drugged (Personal), 151-152, 187, 230,
41, 44, 47, 50, 53, 64, 67-69, 75, 85, 90,
268, 363, 366
97, 100, 107, 130, 210, 261, 264, 286-288, Overburdened, 107
291-302, 305-308, 333-334. See also Earthquake (Environmental), 137, 363
Relic Sensitivity, 107, 266, 268
Major Guilds. Environmental. See Environmental Tilts.
Resonant Lifetime, 107
Tef-Aabhi Affinities, 130-131. See also Extreme Cold (Environmental/Personal),
Affinities and Guild Affinities. Resplendent Soul, 107-108 363-364
Guardian Statue, 34, 100, 131 Supernatural Resistance, 108, 132, 262, Extreme Heat (Environmental/Personal),
266, 268, 270 364
Model Lifeweb, 34, 100, 130-131
Tenacious Eternity, 108 Flooded (Environmental), 154-155, 238,
Nest of Dolls, 34, 100, 131
Tomb, 108, 206-207 364
Temakh, 17, 35, 66
Time Mirages, 357 Frozen Time (Environmental), 152, 364
Temple of Eternal Life and Love, 278-279. See
also Nyctopian Masters. Time Rips, 329, 358 Hallowed Ground (Environmental), 107,
Time Whirlpools, 360-361 156, 321, 325, 364
Temple of the Sun, 286
Tilt Factors, 151, 228, 361 Heavy Rain (Environmental), 141, 154,
Temple Street Night Market, 309
Ageless, 364 364-365
Texts, 17, 26-28, 58, 97, 100, 130, 132, 208,
Breeding, 368 Heavy Winds (Environmental), 141, 365
210-211, 215-216, 291, 298. See also Relics
and Sesha-Hebsu and Vessels. Deadly, 368 Ice (Environmental), 365
Codex of Forgotten Secrets, 215 Deep, 363 Immobilized (Personal), 184, 215, 366
Profane Tablet, 215-216 Dragging, 364 Inferno (Environmental), 153, 189, 366
Song of Sorrows Unspoken, 215 Fiendish, 363 Insane (Personal), 158, 235, 366
The Pact of Ubar, 65 Harmless, 368 Insensate (Personal), 142, 366
Thieves of Eyes. See Minor Guilds, Wadjet-Itja. Liminal, 368 Knocked Down (Personal), 127-128, 137,
140-141, 148, 153, 158, 365-367
Third World Congress of the Quechua Obscuring, 368
Language, 287 Leg Wrack (Personal), 127, 137, 148,
Obverse, 363 229, 363, 367
Thirteen Colonies, 293
Oubliette, 363 Lifebane (Environmental), 213, 367
Three Gentlemen, 276
Persistent, 368 Personal. See Personal Tilts.
Thun, Switzerland, 275
Ravenous, 369 Poisoned (Personal), 129, 150-151, 187,
Time Anchor, 329
Spiked, 363 214, 226, 230, 255, 367, 369, 373
Time Currents, 329-330, 346, 349, 352
Spiritual, 363 Powerful Current (Environmental), 154-
Time Eddies, 352 155, 367, 373
Venomous, 369
Timeless Conditions, 330 Sandstorm (Environmental), 158-159,
Tilts, 128, 181, 214, 361-369
Alternative Current, 346 318, 367
Amkhat’s Curse (Environmental), 221-222,
Déjà Vu, 349 228, 238, 361 Scything Blades (Environmental), 367-
Eddy, 352 368, 373
Arm Wrack (Personal), 127, 137, 148,
Mirage, 356-357 229, 253, 268, 361 Sick (Personal), 135-145, 154, 187, 255-
256, 368
Rip, 358 Avalanche (Environmental), 156, 361
Skincrawler (Personal), 241, 368, 373
Whirlpool, 360-361 Beaten Down (Personal), 183, 362
Stunned (Personal), 144, 151-152, 368
Timeless Merits, 105-108 Blinded (Personal), 127, 134, 146-147,
149, 181, 348, 362 Swarm (Environmental), 228, 361,
Artisan’s Aptitude, 105 368-369
Balanced, 105 Blizzard (Environmental), 362
Time Loop (Environmental), 369
Blue Lotus Pillar, 105-106 Charnel Ground (Environmental), 362,
373 Unhallowed Ground (Environmental), 216,
Cult, 106 221, 321, 360, 369
Collapsing Ceiling (Environmental), 137,
Dead Celebrity, 106 143, 153, 155-156, 362, 373 Tingstedet, 292
Dead Flesh, 106 Concealed Pit (Environmental), 362-363, Titanic, 294-295
Endless Potency, 106, 258, 262, 266, 373 Tiwanaku Empire, 285
268, 270

Index 391
Tiye, Bringer of the Storm, 241 Unforgiven. See Minor Guilds, The Deceived. Tiers, 132, 142, 145-146, 149-150, 153,
Tomb Merits, 98, 108, 206-207. See also United States, 67, 278-279, 309 247
Merits. Universities of Halifax, 293-294, 296 Water of Life and Death, 154-155, 253,
Geometry, 108, 123, 142, 206-207, 256
Upper Reaches, 318
242, 354 Weaving the Lifeweb, 155-156
Urfader, 74, 291-292
Peril, 108, 206-207, 213, 242, 354, Weighing of the Heart, 156-157,
362-363, 368, 373 Uter, 17, 29, 31, 97, 100, 208, 211, 216, 250-251
298. See also Relics and Su-Menent and
Provisions, 108, 206-207, 354 Vessels. Words of Dead Dominion, 157-158, 251,
Tomb of the Unknown Soldier, 306 255, 257
Bone Ankh, 216
Tombs, 30, 33-34, 36-38, 43, 57, 64, 67, Wrathful Desert Power, 132, 158-159,
Oracle Eye, 216 255
69, 72-73, 83, 86, 88-89, 156, 206-207,
220, 223, 231, 238, 241, 244, 256, 286, Sah of Per-Bast, 216 Uxbridge Library Association (ULA), 53
288, 290, 292, 294-295, 303-304, 307, Utterance Keywords, 132
334-335, 344 Curse, 132-133, 135-136, 140, 142,
144, 152, 144, 158
V
Tomb Watchers. See Minor Guilds, Kher-Minu. Valdez, Ben, 297
Torchbearers. See Decrees, Ashem. Epic, 124, 132, 134, 138, 141-143, 149, Varnas, Vitas, 288
Touchstones, 51, 96, 100, 102, 106, 161- 151, 155
Veiled Lantern, 341
163, 293, 317, 349 Potency, 132, 138, 144, 147, 151, 157
Vessels, 17, 22, 25, 27-28, 30-31, 34, 37-
Budding Historian, 164 Subtle, 132-135, 139, 142-143, 147, 38, 42, 48, 53-54, 56-57, 73, 76, 83, 85-
Confidante, 164 152-153, 155-156 88, 98, 123, 130, 140, 146, 148, 160, 164,
Court Justice, 164 Utterances, 17, 83-84, 88-89, 96, 98, 100, 206-213, 215, 219, 221, 223, 229, 236,
102, 106, 122-126, 131-160, 180, 200, 238, 244, 247, 257, 260, 262, 264-266,
Doubting Lawrence, 164 203-205, 207, 215-216, 229, 241, 244, 269, 271-272, 274, 276, 278-279, 283,
Dutiful Clerk, 164 246-247, 255, 258-259, 265, 316, 324, 286-289, 293-298, 305, 307, 315, 336,
Epitome of Life, 164 348, 350-351, 356, 367. See also Clash of 342, 360. See also Relics and Vestiges.
Wills. Curse, 207, 209-217
Firebrand Cultist, 163
Awaken the Dead, 102, 133-134, 153, Power, 207, 209-212, 214-217
Guardian of the Pillar, 164 157
Inheritors. See Inheritors. Vestiges, 70, 75, 81, 85-90, 108, 116, 123,
Blessed Is the God-King, 134-135 207-208, 210, 212-213, 215-216, 220, 240,
Mirror of the Ages, 164 Dreams of (the) Dead Gods, 98, 100, 247, 254, 257, 260, 264-265, 267, 272-
Sadikh. See Sadikh. 102, 105, 135-136, 250, 254, 349 275, 287, 305, 316, 342. See also Vessels.
Shadow of an Old Flame, 163 Dust Beneath Feet, 136-137, 249, 256 Area Affected, 210-211
Witnesses. See Witnesses. Feast of Ashes, 137-138, 249, 257 Curse. See Vessels, Curse.
Toxicity, 129, 137, 151, 187-188 Fury of Sekhmet, 138-139, 253 Curse Immunity, 212
Transportation Security, LDI, 276 Gift of the Golden Ankh, 102, 139-140, Dark Lantern, 216
Treaty of Nanking, 306 254 Disoriented Compass, 217
Treharne, Rhys, 276 Gilded Doom, 140-141 Fallen Bouquet, 217
Trial of Judgment, 323 Invoking Tempest’s Fury, 141-142 Father’s Belt, 217
Trials of Duat, 107, 324, 337, 346-347, 349- Keywords. See Utterance Keywords. Game Ball, 216
352, 354, 356-358. See also Seven Gates. Palace Knows Its Pharaoh, 142-143 Power. See Vessels, Power.
Tristian, 11-13 Pavane of Eternity, 143-144, 256 Singing Harlequin, 217
Trombly, Reece, 231, 276 Pestilent Whispers, 144-146, 255 Stalker’s Blade, 216
True Name, 16, 26, 35-36, 54, 201, 204- Power of Re, 146-147 Stolen Necklace, 216
205, 232, 309, 326 Rebuke the Vizier, 147, 249 Tyler’s Robot, 217
Twilight. See Neter-Khertet. Reflections Upon a Broken Image, Violated Diary, 217
U
147-148
Vice, 95-96, 111, 113, 116, 121-122, 128-
Relentless Horror, 148-149 129, 137, 152, 155, 158, 161, 167, 192, 196,
Uadjit, 299-302
Revelations of Smoke and Flame, 149-150 205, 207, 210, 214, 232-234, 246, 248,
Ubar, 65 251, 258, 262, 266, 268, 270, 274, 278,
Rite of the Sacred Scarab, 150-151
Uma, 305 280, 283, 348, 352, 354, 356, 359
Sands Falling Swiftly, 151-152
Underworld. See Duat. Victoria Harbour, 306, 308-309
Secrets Ripped from Skies, 152-153, 250
UNESCO, 286 Victoria University of Wellington, 304
Shadow of Time, 153-154, 254

392 Index
Vilcabamba, 288-289 Khopesh, 135 203-205, 207-211, 214, 216, 221, 228-232,
Virtue, 95-96, 116, 121-122, 124-125, 137, Long Burst, 158, 184-185, 372 234-237, 241-242, 246-247, 250, 252,
152, 155, 158, 161, 167, 192, 196, 205, 257-258, 262-263, 265-266, 268, 270,
Medium Burst, 158, 185, 372 277-278, 280, 283, 334, 348-356, 359-
207, 210, 214, 232, 234, 251, 258, 262,
266, 268, 270, 274, 278, 280, 283, 352, Melee Weaponry, 138, 164, 366, 371 360, 362, 366-369
354, 356, 359 Multiple Targets, 132, 185, 279 Lost Willpower Dot, 96, 100, 102
Vitae, 138 Ranged Weaponry, 184-185, 372 Regaining, 107, 359
Reloading, 184, 372 Spending, 105, 152, 180-181, 214, 246-
W Short Burst, 185, 372 247, 348, 351
Wang, Zhang Wei, 307-308 Wellington Harbor, 304 Witnesses, 17, 96, 121, 162-163, 315, 317,
War Memorial Carillon, 306 Wellywood, 305 325. See also Touchstones.
Washington D.C., 68 Werewolf, 132, 147 Word, 26, 28, 67
Weapons, 16, 127, 139, 170-171, 176, 184-
185, 210, 228, 232, 241, 256, 347, 368,
Gift Facet, 147
Wesem, 294
X
371-372 X-Card, 313
Westside Emergency Center, 41
Autofire, 158, 184-185, 372
Blades, 164, 187, 241, 367-368, 373
Whisperers. See Decrees, Usheb. Y
Will, 26, 28, 35, 180
Firearms, 126, 151, 164, 171, 174, 370,
374 Willpower, 96, 98, 100, 102-108, 111-114, Z
116-121, 123-135, 137-138, 140, 149, Zadkhiau, 286-289
Flail, 135
152, 159, 167, 180-183, 196, 200-201,

Index 393
NAME: PLAYER:
CHRONICLE: CONCEPT:
GUILD: DECREE:
BALANCE: BURDEN:
JUDGE: MERET NAME:

POWER Intelligence Strength Presence


FINESSE Wits Dexterity Manipulation
RESISTANCE Resolve Stamina Composure

MENTAL MERITS HEALTH


(-3 unskilled)

Academics
Computer WILLPOWER
Crafts
Investigation
Medicine
Occult SEKHEM
Politics
Science
MEMORY
PHYSICAL 10 O
(-1 unskilled) 9 O
PILLARS 8 O
Athletics 7 O
Brawl AB 6 O
Drive BA 5 O
Firearms 4 O
KA
Larceny 3 O
Stealth REN 2 O
Survival SHEUT 1 O
Weaponry
AFFINITIES TOUCHSTONES
SOCIAL
(-1 unskilled)
Animal Ken
CULT
Empathy
Expression Name: Virtue / Vice:
Intimidation Concept: Reach:
Persuasion UTTERANCES
Type: Grasp:
Socialize
Streetwise Size: Armor:
Subterfuge Defense: Beats:
Speed: Experience:
Initiative Mod:

NAME: PLAYER:
CHRONICLE: CONCEPT:
IMMORTAL/CULTIST TYPE: CURSE:
VIRTUE: VICE:
INVESTMENT: MASTER’S NAME:

POWER Intelligence Strength Presence


FINESSE Wits Dexterity Manipulation
RESISTANCE Resolve Stamina Composure

MENTAL MERITS HEALTH


(-3 unskilled)

Academics
Computer WILLPOWER
Crafts
Investigation
Medicine
Occult SEKHEM
Politics
Science
INTEGRITY
PHYSICAL 10 O
(-1 unskilled) 9 O
ASPECTS 8 O
Athletics 7 O
Brawl 6 O
Drive 5 O
Firearms 4 O
Larceny 3 O
Stealth 2 O
Survival 1 O
Weaponry RITES
CLOSED / OPEN UTTERANCES
SOCIAL CLOSED / OPEN
(-1 unskilled) CLOSED / OPEN
Animal Ken CLOSED / OPEN
Empathy CLOSED / OPEN
Expression CLOSED / OPEN
TOUCHSTONES
Intimidation
Persuasion AFFINITIES
Socialize

Streetwise Size: Armor:
Subterfuge Defense: Beats:
Speed: Experience:
Initiative Mod:

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