Professional Documents
Culture Documents
© 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/
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
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
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
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.
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
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.
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.
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
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
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.
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.
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.
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
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
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
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
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
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
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.
• 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.
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.
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.
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
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.
• 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.
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.
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!
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.
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
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
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
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
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
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
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.
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
STEP FIVE:
ADD ARISEN TEMPLATE
First, Gordon decides on the Balance and Burden for his
character. Gordon sees Amenhotep as a fierce follower of
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
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
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
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.
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.
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.
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.
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.
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?
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.
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.
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
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.
• 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)
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.
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
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.
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?
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.
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.
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.
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
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
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
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) ••••
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
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.
Memory 161
• When your character performs a righteous act in
keeping with her decree, take a Reminisce Beat.
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.
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
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,
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
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
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.
• Exceptional: What you notice is incredibly insightful • Dramatic: You accidentally attract a lot of attention.
and even helpful to the 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.
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.
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
• 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.
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.
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.
• 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).
• 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
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).
• 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
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.
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
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.
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.
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.
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
• 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.
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.
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.
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
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.
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.
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.
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”
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
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 (•)
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.
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.
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
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.
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.
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
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
• 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.
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.
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.
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,
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
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
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
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
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
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
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.
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
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
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
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
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
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
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
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
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.
• 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
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,
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
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
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)
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.
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.
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.
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.
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.
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.
• 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.
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.
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.
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.
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.
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.
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.
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
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.
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
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: