TEXT:  
  Kickstarter Manuscript Preview #2 
   
   
   
  © 2019 White Wolf Entertainment © 2019 Onyx Path Publishing 
  
  Chapter Three: Creating a Mummy 
  There is neither water nor air here, its depth is unfathomable, it is as dark as the 
  darkest night, and men wander about here helplessly. 
  — Book of the Dead 
  The process of making a body ready for safe passage through Duat was both art and science — 
  an invocation of the soul and character of the dead, and a meticulous procedure of preservation 
  for the flesh. This chapter guides you through the steps to prepare your very own Arisen for the 
  chronicle of ages, shaping their mind and form at each stage. Tear away the embalming shroud 
  of mummification and see who lies beneath — the herald of Duat who you’ll play as in 
  Mummy: The Curse. 
  Returning from Death 
  The character you play in Mummy is one of the Deathless, a servant of lost Irem waking from 
  the sleep of ages through the power of the Rite of Return. This profane act of sorcery imbues 
  your character as one of the Deathless Arisen — an immortal being who serves the alien Judges 
  of Duat and faces the constant erosion of her memories. 
  In this tragedy of the ages, who is your Arisen? This section guides you through the process of 
  creating a Deathless character to play through a Mummy chronicle, walking you along each step 
  of the way as you peel back the bandages from your Arisen and discover her nature. Every 
  Arisen has the potential to be a walking engine of sorcerous destruction, a majestic harbinger of 
  the will of ancient gods, or a legend whose very name terrifies her foes — but in the process of 
  creating your character, think about who she is beneath all the trappings of her eldritch slavery. 
  Each Arisen was human once. To what scraps of this former humanity does she still cling, to 
  resist the scouring sands of time? 
  It’s often a good idea to run through character generation as a group with the Storyteller and 
  other players in the chronicle. This is a ‘session zero’, where you can bounce your character 
  ideas off each other, get guidance from the Storyteller on any particular themes that will work 
  well (or not) with the chronicle’s concept, and hammer out any ground rules about play style and 
  social contract. The resulting characters will probably have a much more cohesive feel, resulting 
  in a stronger play experience. 
  Step One: Concept 
  Coming up with a core character concept is the first step. It’s a short description, a sentence or a 
  phrase that best describes the spark of inspiration behind the character. Is she a vengeful 
  guardian, lashing out at those who stumble upon her tomb because she’s lost any greater vision 
  or purpose for her existence? Is he a defiant heretic, secretly holding on to every grain of his 
  Memory and working against the Judges? Perhaps they’re a nostalgic judge who looks upon the 
  modern workings of humanity as a pale imitation of Irem’s majesty and finds it all rather 
  lacking, or a mocking sensate who has decided the cosmic laws are all one massive joke and 
  they’d rather spent eternity enjoying every experience that unfolding history has to offer? 
  
  This short utterance is a jumping-off point to develop the character further. You might draw on 
  your Arisen’s decree or guild as a source of inspiration; you might look at characters from classic 
  media; or you may find what you’re seeking in concepts of Memory, loss, and time. Wherever 
  you begin, it’s worth thinking through how the character might expresses this concept in action. 
  Think about situations such as how she might react upon discovering a thief has taken a relic 
  from her tomb; upon learning that a fellow mummy in her meret is under threat; upon 
  encountering a human who is in distress, who she could help — but at a cost to herself; and upon 
  discovering an opportunity to learn something more of her own lost memories, but it would 
  require disobedience to her Judge. 
  Mummies are unusual because they do not immediately recall anything of their former 
  experience as a mortal human. Your character may masquerade as a figure in human society 
  today, albeit having to work around the call of Duat that beckons her back to Deathless sleep, but 
  she is fundamentally not a mortal any more, and her concerns involve greater powers. Some of 
  your choices in character generation may hint at the life she had before — particular Skills she 
  possesses or her choice of guild, for example — but you may wish to leave the truth of her 
  origins entirely up to the Storyteller, to be revealed should she ever reach greater heights of 
  Memory and unveil fragments of the past. However, your Arisen is still a person, not a mindless 
  automaton. She will have drives, urges, and mannerisms rooted in her past and a foundation to 
  her identity. Think about elements of her personality and behavior that might stem back to her 
  origins in this way, even if she is no longer consciously aware of that link herself.  
  Aspirations 
  Choose three Aspirations for your Arisen. These are goals and objectives, either for the Arisen 
  herself or for you as the player. They’re statements of things that you’re interested in seeing 
  happen, or intend to actively pursue during the course of the coming story; they’re a clear 
  communication to the Storyteller of what you’d like to see happen. By working towards or 
  fulfilling them, your character will earn story Beats, a measurement of the experience they’ve 
  gained along the way. 
  Aspirations can be long-term or short-term; it’s a good idea to have a mixture. You can change 
  Aspirations as the game proceeds; indeed, you may find that as you progress through the rest of 
  character creation, you come up with new ideas for Aspirations. That’s absolutely fine — just go 
  back and update them. 
  Aspirations might be anything from ‘learn a new Utterance’ to ‘smite an unbeliever’, from 
  ‘challenge the arrogance of the other Arisen in the meret’ to ‘topple the temples of false gods’. 
  Because they’re chosen by you, the player, not your character, you can have Aspirations that are 
  not something the Arisen would usually welcome but that you’re interested in the narrative 
  ramifications of, like ‘be defeated by my nemesis’ or ‘fall victim to my own shortcomings in the 
  pursuit of the relic’.  
  Step Two: Attributes 
  Every character possesses Attributes, a set of inherent capabilities and natural aptitudes. 
  Attributes measure these key areas in which your character is strong or weak, and they come in 
  three categories; Mental, Physical, and Social. The Mental Attributes are Intelligence, Wits, and 
  
  Resolve; the Physical Attributes are Strength, Dexterity, and Stamina; and the Social Attributes 
  are Presence, Manipulation, and Composure. These traits are explored in more detail in Chapter 
  Four, starting on p. XX. 
  Your character begins with one free dot in each of these Attributes. You now prioritize the three 
  categories, ranking them as primary, secondary, and tertiary in accordance with how important 
  you think they are as part of the character concept. You have five additional dots to distribute 
  among Attributes in the primary category, four additional dots for the secondary category, and 
  three for the tertiary category. 
  You cannot raise your character’s dots above five in any one Attribute at this stage. Two dots is 
  the human average; having just one dot is a weakness, an area where your Arisen will struggle. 
  Three and above represents a particular strength. 
  Step Three: Skills 
  Your characters Skills are the fruits of her learning and training, the particular abilities she has 
  retained from her life and from the endless cycle of rebirth that the Rite of Return enforces upon 
  her. Just like Attributes, Skills are split between Mental, Physical, and Social categories, but 
  Skills do not begin with a single free dot. Each category includes eight Skills; you can find 
  further information about them in Chapter Four, starting on p. XX. 
  As with Attributes, you order the categories according to priority for your character concept. The 
  primary category has eleven dots to assign, the secondary category has seven dots to assign, and 
  the tertiary category has just four dots to assign. 
  When assigning skill dots, think about what you want your character to be able to do, and what 
  any particular skill means for her. Was her knack for Weaponry forged in the crucible of battle in 
  the ancient days of Irem, or is it something she’s picked up in the ensuing millennia? Do her dots 
  in Computer indicate she’s been rising repeatedly in the last century and closely following the 
  developments in human technology, or that she’s had a hidden talent for it that she can only now 
  explore through her most recent Descents in this age of information? Consider the same for areas 
  where she distinctly lacks dots; does she lack Drive because this is the first time she’s woken 
  since automobiles were invented? Has she never bothered with Survival or Streetwise because 
  she has always depended on her cult to fulfill tasks that she sees as beneath her station? 
  Even a single dot in a skill represents meaningful familiarity or practice with it. Two dots and 
  above reflects a professional level of skill in the area. Lacking any dots whatsoever indicates a 
  distinct lack of experience in it; note that attempting an action for which your character has no 
  dots inflicts an additional penalty, so if you want her to be able to succeed in an area at all, it’s 
  worth picking up at least one dot. 
  You may find that you have a few Skills you feel are important to the character concept but you 
  simply have no spare dots left to cover them. Don’t worry — you’ll have the opportunity to 
  round out any gaps in the character at the end of the process. 
  Non-Linear Skills and Experience 
  Due to the non-linear way in which Arisen awaken, it is quite possible for a 
  character awakening in 2020 CE to have dots in something not typically present on 
  
  their character sheet, such as Archery or Ride. Likewise, it’s quite possible for a 
  character awakening in 664 CE to have dots in Computer or Drive. Just because a 
  character can do something, however, doesn’t mean they immediately have the 
  tools to make it happen.  
  A mummy waking in the modern age may be fresh from character creation, without 
  all the bonus dots in Skills and Merits that come through gaining Experiences. This 
  makes sense, if you consider this character hasn’t awoken since their initial Descent. 
  In the next chronicle, set a millennium prior, those Experiences gained in the 
  present day may make the character — now technically in the past — even stronger 
  than they are a thousand years later. 
  Step Four: Specialties 
  While your character’s Skills represent broad areas of knowledge, Specialties are refinements 
  and areas of particular focus within those fields. For example, your character may have two dots 
  in Academics, but have a Specialty in Architecture. A Specialty grants one additional die any 
  time the character is using the Skill in question and the Specialty would be relevant. You can 
  find more information about them in Chapter Four. 
  You have three Specialties to assign among your character’s Skills. You can assign them freely 
  among the Skills in each category, and you can even assign two or more to a single Skill if you 
  want; however, you must have at least one dot in a Skill to be able to assign any Specialties to it 
  at all. Specialties represent the particular interests, obsessions, or talents of your Arisen that set 
  her apart from others; think about the sorts of things you want her to be able to do particularly 
  well or frequently. 
  Step Five: Add Arisen Template 
  By this point, you have the rough shape of your character. You know her underlying concept, 
  and where her talents and Skills lie. Now, you will wrap her in the trappings of her Deathless 
  state, giving her a panoply of powers and the regalia of her place in Arisen society. 
  Balance and Burden 
  Mummies are made from the ether of ancients. They’re walking corpses, filled with fleeting 
  memory and time, rebuilding themselves with each incarnation and remembering terrible and 
  awesome truths about their past. Whereas mortals possess a Virtue and a Vice influencing their 
  behaviors, mummies possess a Balance and a Burden. Each Arisen feels the weight of their 
  Judge’s expectation in a different way and bears it as their Burden. Their Balance is what allows 
  them to rise above the timeless shackles of the Judges and continue on their unending duty to 
  Irem. 
  Balance keeps them on the path Judges have laid out for them. There’s always an echo of the 
  long ago in what they believe to be virtuous and Balance is the best of those things. Any time a 
  Mummy overcomes a challenge to affirm their Balance, they gain a Willpower. When 
  overcoming something incredibly risky or philosophically challenging to their Balance, they 
  regain all lost Willpower. 
  
  The Burden of an Arisen is the weight they bear from the sacred duty laid upon them. Arisen 
  respond differently to the Burdens of their Rite of Return, and use them as ways to process, 
  avoid, or get lost in these emotional reverberations. Burdens are the negative ways that mummies 
  interact with their duties.  
  You can find more on Balance and Burden starting on p. XX. 
  START TABLE LIKE ONE ON P. 91 OF CHANGELING: THE LOST 2E 
  Balance Archetypes Burden Archetypes 
  Courageous 
  Accusing 
  Devoted 
  Careless 
  Diligent 
  Chaotic 
  Faithful 
  Cruel 
  Generous 
  Dominant 
  Introspective Forgetful 
  Just 
  Fragile 
  Noble Hysterical 
  Peaceful 
  Isolated 
  Resilient 
  Rageful 
  Righteous 
  Resentful 
  Trustworthy Selfish 
  Truthful 
  Stagnant 
  TABLE ENDS 
  I’m Creating a Cultist 
  If you’re creating a cultist character using this book or the Chronicles of Darkness 
  Rulebook, you’ll know most aspects of the Arisen template do not apply. Your 
  character will have a Virtue and a Vice instead of a Balance and a Burden, certain 
  Merits in this book will be unavailable, Sadikh have access to a limited array of 
  Utterances, and immortals and sorcerers have their own powers. A basic mortal 
  character can still form using the steps in this chapter, but check out p. XX for 
  Sadikh creation, Chapter Six for rules surrounding sorcerers and immortals, and 
  feel free to use the Balance and Burden examples in Chapter Four to inform their 
  Virtue and Vice. 
  Touchstone 
  Touchstones are the difference between the Deathless and the Lifeless. While they are certainly 
  immortal, aloof and, to some extent, dead, mummies are not without life. They feel the pangs of 
  
  Memory that remind them of who they used to be and of the principles they gave up a natural 
  lifespan to uphold. 
  As memories fades over the millennia, such sentiments can be difficult to hold on to. The Arisen 
  must maintain them, to prevent themselves becoming nothing but an animated drive of hunger, 
  lust, or revenge, no better than the Shuankhsen. The ability to maintain a sense is perhaps one of 
  the most incredible abilities of the Deathless, and it is in their Touchstones these immensely 
  powerful beings find their greatest strength. 
  The three most common types of Touchstone mummies can have can have are Sadikh, 
  Witnesses, and Inheritors. Each one supports their Arisen master in a different way and is close 
  to them for a different reason. A Touchstone is almost always brought into the cult, however, 
  some Witnesses remain outside but under the mysterious protection of the Deathless.  
  When a Touchstone is chosen, the mummy’s player should select either the Virtue or Vice of 
  that particular character, or if the Touchstone is being made by another player as a protagonist 
  character, discuss which of the two to use. When the mummy assists the Touchstone in fulfilling 
  their chosen Virtue or Vice, and the Touchstone regains all Willpower in the presence of the 
  Deathless, the mummy gains a Reminisce Beat (see p. XX). This allows the Touchstone to act as 
  an anchor to the mummy. However, if the Touchstone is killed (or in the case of a Sadikh, has 
  their body sent into repose through accumulation of aggravated wounds), the mummy 
  automatically undergoes an Absence Breaking Point relating to their Memory (see p. XX) as the 
  lost connection allows that part of herself to be scattered into the infinite grains of ancient sand 
  that clutter her mind. A new Touchstone can be forged in the next chronicle. 
  Decree 
  Your mummy’s decree is the foundation of her enduring sense of self — the medium by which 
  her soul has survived the Rite of Return and through which she is empowered to return again and 
  again. It is the part of her being that she pronounced before the Judges, affirming her will and 
  determination.  
  Pick one of the five decrees for your Arisen character. Decree cannot be later changed; it is too 
  fundamental to a mummy’s nature. The decrees are listed below, and are fully described in 
  Chapter One. 
  Ashem, the Jackals, are unflinching guardians and wise occultists. They confront fear, and help 
  others do the same. The Defining Pillar of the Ashem is Sheut, and Ashem begin play with 
  Jackal’s Shade as a bonus affinity. 
  Deshret, the Falcons, are ambitious visionaries and zealous champions. They test themselves 
  and pursue greater heights of accomplishment. The Defining Pillar of the Deshret is Ba, and 
  Deshret begin play with Soaring Falcon as a bonus affinity. 
  Kheru, the Lions, are passionate heralds and vital, thrill-seeking beings. They pursue the 
  exhilarating highs and grievous lows of existence with equal enthusiasm. The Defining Pillar of 
  the Kheru is Ab, and Kheru begin play with Lion’s Pride as a bonus affinity. 
  
  Nesrem, the Bulls, are enduring sentinels and tireless devotees. They overcome challenges and 
  create lasting legacies. The Defining Pillar of the Nesrem is Ka, and Nesrem begin play with 
  Guardian Bull as a bonus affinity. 
  Usheb, the Serpents, are cunning tacticians and clever manipulators. They hunt for hidden truths 
  and ravenously pursue knowledge. The Defining Pillar of the Usheb is Ren, and Usheb begin 
  play with Serpent’s Tongue as a bonus affinity. 
  Guild 
  Your Arisen probably belongs to one of the five great guilds that exist among the Deathless. The 
  guilds are occult fellowships, initially forged in the days of Irem among the sorcerous craftsfolk 
  of that empire. Each guild specialized in an area of ritualistic magic, and these associations 
  carried through after the Rite of Return. 
  Now, the guilds serve as the loose sinews binding Arisen society together. Most Arisen hew to 
  their old guild allegiances from the days of Irem. It’s rare indeed to find an Arisen who has 
  broken her bonds to the guilds entirely, and such outcasts are viewed with suspicion. Rumors 
  suggest some are even members of a sixth, lost guild, a secretive organization even among the 
  Deathless, or one of the flawed minor guilds 
  Pick one of the five guilds to reflect your character’s membership. Your character can change 
  guild, although it is a rare set of circumstances to do so. The guilds are fully described in Chapter 
  One. 
  Maa-Kep are spies, manipulators, and watchdogs. They observe, gather information, and 
  examine the principles underlying each iteration of civilization they witness. Amulets are their 
  chosen vessel. 
  Mesen-Nebu are alchemists, revolutionaries, and deal-makers. They seek potential, prosperity, 
  and transformation, and watch how the web of commerce and trade ensnares each civilization in 
  turn. Regia are their chosen vessel. 
  Sesha-Hebsu are diplomats, lorekeepers, and arbiters. They preserve knowledge, seek wisdom, 
  and study the tangled threads of cause and effect. Texts are their chosen vessel. 
  Su-Menent are necromancers, priests, and advisers. They chase the mysteries of life and death, 
  and observe how ruination and disaster shape the course of cultures and nations. Uter are their 
  chosen vessel. 
  Tef-Aabhi are leaders, architects, and geomancers. They seek power and influence through 
  connections and symbols of the divine, and follow the rise and fall of great cities and 
  monuments. Effigies are their chosen vessel. 
  Judge 
  Your character declared her decree in the presence of a particular Judge as she first descended 
  into Duat. The Judges, the 42 assessors of ma’at before whom all in Duat must pass, are terrible 
  and alien divinities who hold authority over the fate of her very being. Yet faced with their 
  horrible majesty, your Arisen found the knowledge of herself, of her virtues and her flaws, to 
  
  hold firm and state the truth of her soul. In doing so, she entered the service of one specific 
  Judge. 
  Although there are 42 Judges, many of them deal in narrow or opaque sins or concepts with 
  which even the Arisen struggle to find resonance. Others spend long ages in seeming dormancy, 
  perhaps because the crimes they condemn prove of little significance among humanity for 
  centuries or even millennia. Still others actively loathe the nature of the Arisen and reject their 
  service or even persecute them, are the losers in struggles with other Judges for influence over 
  Arisen servitors, or simply have no need of the Deathless. As such, the bulk of Arisen are in the 
  service of seven particular Judges. 
  Pick one Judge for your Arisen to serve. Your character can transfer her allegiance to another 
  Judge, although it risks the wrath of her former master and has no guarantee of good treatment 
  under the new. The seven Judges most Arisen serve are detailed in Chapter One. 
  Am-Khaibit, the Eater of Shadows, judges those who perpetuate crimes against humanity, 
  particularly mass murder. 
  Arem-Abfu, the Final Judge, concerns itself with crimes against the cosmos — particularly 
  through sorcery and science that would reach beyond humanity’s station. 
  Kenemti, the Penitent, condemns crimes of blasphemy and of desecration against the sacred. 
  Nebha, the Flame, judges deception and lies. 
  Neheb-Ka, the One Who Unifies, concerns itself with iniquities born from human pride and 
  arrogance. 
  Unem-Besek, the Eater of Entrails, judges the theft of land, the denial of sustenance, and the 
  disruption of dominion. 
  Usekh-Nemtet, the First Judge, concerns itself with those who would challenge the Judges by 
  seeking immortality, judging even the Arisen themselves. 
  Favored Attributes 
  The power of your Arisen’s soul gives her strength, reinforcing her mind and body in accordance 
  with its nature. Choose one Attribute associated with the character’s decree and add one dot to it. 
  This can bring her starting Attribute rating above 5. 
  FORMAT AS TABLE 
  Decree  
  Favored Attributes 
  Ashem Composure and Stamina 
  Deshret 
  Resolve and Wits 
  Kheru Presence and Strength 
  Nesrem 
  Resolve and Stamina 
  Usheb  Intelligence and Manipulation 
   
  
   
   
   
   
  END TABLE 
  Pillars 
  The Rite of Return rebuilt your character’s soul even as it bound her dying existence to the will 
  of the Judges. Through the power of Sekhem, an Arisen can draw on the power of the fivefold 
  aspects of the soul to fuel supernatural prowess, invoke terrible magic, and tap into the 
  slumbering power of sacred relics. 
  The five parts of the soul are called Pillars: The Ab (heart), the Ba (spirit), the Ka (essence), the 
  Ren (name), and the Sheut (shadow). Each Arisen character possesses a rating in each Pillar, 
  from zero to five, reflecting the strength of that part of their soul. 
  You have nine dots to allocate among these five Pillars. No Pillar can have a rating higher than 
  that of your character’s primary Pillar, associated with her decree. 
  Affinities and Utterances 
  Your character possesses potent supernatural abilities fueled by the necromantic power of her 
  Deathless state. Affinities are subtler magics, woven into the mummy’s being by the Rite of 
  Return. Utterances, by comparison, are spells that can have extensive or even apocalyptic impact 
  on the world around the mummy, calling down terrible plagues or invoking awful curses upon 
  those who transgress against the Judges. 
  Your character begins play with an Affinity dictated by her decree, a single Affinity chosen from 
  those of her guild, and one other Affinity that she meets the prerequisites for. 
  Pick two Utterances for your character. All Arisen also begin play with the Dreams of Dead 
  Gods Utterance, an innate part of their being as vessels for the Judges’ power and a tool for 
  creating new cults should an old one be destroyed. 
  Step Six: Add Merits 
  Your character receives ten dots of Merits. You can spend them on any of the Arisen Merits or 
  general Merits that your character meets the prerequisites for, detailed from p. XX. These 
  represent unusual qualities or tricks, connections and influence, and other elements fleshing out 
  your character’s relationship with the wider world. Merits are a great way to add finishing 
  touches of color and detail to your character, helping express who she is. 
  Additionally, your character gains a free dot in each of the Cult and Tomb Merits. 
  Step Seven: Advantages 
  Your character is now nearly complete. Calculate her advantages, a set of traits determined by 
  the choices you’ve made thus far and by her new nature as one of the Deathless. 
  
  Defense 
  Defense protects your character from attack. Her Defense rating is the lower of her Wits and 
  Dexterity, plus her Athletics. 
  Health 
  Health is your character’s ability to soak up physical damage. It is equal to your character’s Size 
  (usually 5 for an Arisen) plus her Stamina. 
  Willpower 
  Willpower reflects your character’s reserves of determination and focus, and can be expended to 
  enhance dice pools or activate affinities. Your character’s Willpower is equal to her Resolve plus 
  her Composure. 
  Initiative 
  Initiative dictates the speed with which your character reacts to threats. It is equal to your 
  character’s Dexterity plus her Composure. 
  Sekhem 
  Sekhem is the strength of the roiling life-force contained within your character, the vital 
  animation imbued into her by her return to the world of the living. Upon beginning a new 
  Descent, your character starts with ten dots of Sekhem if awoken due to a Sothic Turn, decree-
  aligned astronomical event, or Judge demand, eight or nine if summoned by a cult, or seven if 
  disturbed by tomb robbers, necromantic acts, or similar unpleasant awakening. 
  Memory 
  Memory indicates how much of your character’s mortal personality still persists, and how much 
  knowledge she retains from her former cycles of death and reincarnation. Your character begins 
  with three dots of Memory. 
  Size 
  As a human being, your character’s Size is 5 unless another trait modifies it in some way. 
  Speed 
  Your character’s Speed reflects her swiftness on foot. It is equal to her species factor (5) plus her 
  Strength and her Dexterity. 
  Step Eight: Experience 
  Even though your character’s Memory has suffered from the ravages of time, her soul and nature 
  have undergone changes over the ages. You have ten Experiences to spend on your character, 
  using the table on p. XX. 
  You can use these on any gaps you feel need filling in your character’s capabilities, to give 
  mechanical weight to the experiences you envisage her having had during previous Descents, or 
  to reinforce strengths to a greater degree. 
  Finishing It Off 
  
  With your character completed, check in with the other players and the Storyteller to discuss and 
  build the ties that bind your mummies’ meret together.  
  FORMAT AS CHARACTER CREATION QUICK REFERENCE PAGE 
  Step One: Concept 
  Choose your character’s concept and pick three Aspirations. 
  Step Two: Attributes 
  Prioritize categories and spend 5/4/3 dots by category. 
  Step Three: Skills 
  Prioritize categories and spend 11/7/4 dots by category. 
  Step Four: Skill Specialties 
  Choose three Skill Specialties. 
  Step Five: Add Arisen Template 
  Choose decree, guild, Judge, Balance and Burden, Touchstone, Pillars, Affinities, and 
  Utterances. Choose favored Attribute. 
  Step Six: Merits 
  Add ten dots of Merits, plus an additional dot in Cult and Tomb. 
  Step Seven: Advantages 
  Willpower is Resolve + Composure. Memory is 3. Size is 5. Health is Size + Stamina. Speed is 5 
  + Strength + Dexterity. Defense is the lower of Dexterity and Wits, + Athletics. Initiative is 
  Dexterity + Composure. Sekhem begins at 10. 
  Step Eight: Experience 
  Spend 10 Experiences, using the Experience Costs table. 
  Affinities and Utterances 
  Start with your decree’s bonus Affinity, and one of your guild Affinities. Pick one additional 
  affinity you qualify for. 
  Start with two Utterances and Dreams of Dead Gods. 
  FORMAT AS A TABLE WITHIN THE CHARACTER QUICK REFERENCE 
  PAGE 
  Experience Costs 
  Trait  
  Experience 
  Attribute 
  4 
  Skill 
  2 
  Skill Specialty 1 
  
  Merit 1 
  Affinity 
  4 
  Utterance 
  4 
  Defining Pillar 
  2 
  Other Pillar 
  3 
  Memory 
  3 (Reminisce Experience Only) 
  END EXPERIENCE TABLE 
  Arisen Template 
  FORMAT AS TABLE WITHIN THE QUICK REFERENCE PAGE 
  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 
  END DECREE TABLE 
  FORMAT AS TABLE WITHIN QUICK REFERENCE PAGE 
  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 
  END GUILDS TABLE 
  END QUICK REFERENCE PAGE 
  Earning Experience 
  Players can earn Beats for their characters in a number of ways, including those listed below. 
  When your character has gained five Beats, they convert to one Experience. You use 
  Experiences to develop your character’s abilities. 
  Beats 
  Take a Beat when your character meets one of these criteria. 
  
  • 
  If your character fulfills an Aspiration, take a Beat. Replace the Aspiration at the end of 
  the session. 
  • 
  If your character makes significant process toward a long-term Aspiration, gain a Beat at 
  the end of the session. 
  • 
  Once per chapter, when your character either submits directly to the will or commands of 
  her Judge despite it being against her desires or beliefs, or directly disobeys or acts against her 
  Judge, take a Beat. 
  • 
  When you resolve a Condition, per the description of the Condition, take a Beat. 
  • 
  Some Conditions provide Beats for other actions than resolution. 
  • 
  Once per scene, when you fail a roll, you may opt to make it a dramatic failure and take a 
  Beat. 
  • 
  If your character takes lethal damage in one of her rightmost Health boxes, take a Beat. 
  • 
  At the end of each session, take a Beat. 
  Group Beats 
  As an alternative to tracking Beats on an individual basis, the group can agree to 
  use communal Beats. Under this system, all the Beats earned during a chapter go 
  into a pot. At the end of the chapter, split the Beats evenly among the players, with 
  any left over remaining in the pot. 
  Group Beats lend themselves to physical representation on the table, using a bowl 
  or container for the pot and poker chips, spare dice, or beads for the Beats. 
  Example of Character Creation 
  Amanda has decided to set up a game of Mummy and has invited Gordon to come over and go 
  through character creation in the lead-up to their first proper session. She states that the game 
  will be taking in modern day Hong Kong, with rival cults jockeying for position and vying for 
  control of a powerful vessel being brought in to the city from the north of China. 
  Gordon takes his blank character sheet, and goes through a step-by-step process of building it up 
  to complete the finished character. 
  Step One: Character Concept 
  Amanda outlines some of the information about the setting and the mummies that exist therein. 
  Gordon, excited to delve into the more adventurous side of the game, wants to play a character 
  who will tackle his problems head on. He decides that he will play Feng Zhang Yong, a Hong 
  Kong detective who fell upon hard times and gave his life to one of the city’s cults, eventually 
  becoming the vessel for the heart of Amenhotep. 
  Step Two: Attributes 
  
  Gordon considers Amenhotep’s Attribute priorities. Intending to be in the thick of the action, he 
  chooses Physical as primary. With the detective work carried out by his host, he chooses Mental 
  as secondary, leaving Social as tertiary. 
  Next, he assigns his Attribute dots. He intends for Amenhotep to be tough and handy with a 
  weapon so he puts two of his five primary attribute dots into Dexterity and two into Stamina. The 
  final dot goes into Strength. This leaves him with Strength 2, Dexterity 3 and Stamina 3. The 
  four secondary dots are allocated with two in Wits and one each in Resolve and Intelligence, 
  giving him Intelligence 2, Wits 3 and Resolve 2. Finally, he puts two of his tertiary dots into 
  Composure and the final dot into Manipulation, leaving him with Presence 1, Manipulation 2 and 
  Composure 3. 
  Step Three: Skills 
  Gordon now decides on the priorities of his Skills. He examines which Skills fit into which 
  category and considers which he wants his character to have in order to prioritize. He puts a 
  mark next to each skill on the sheet that he wants to place at least one dot in them. Working 
  down the sheet, he marks Academics, Investigation, Politics, Athletics, Brawl, Drive, Firearms, 
  Stealth, Weaponry, Empathy, Intimidation, Persuasion, Streetwise, and Subterfuge. 
  Going over that list, he decides that Physical Skills will be his primary, then Social then Mental. 
  With each of his six choices having a dot already assigned, Gordon has five from his eleven dots 
  left to place in his Physical primary Skills. He allocates his remaining dots to end up with 
  Athletics 2, Brawl 2, Drive 2, Firearms 3, Stealth 1, Weaponry 1. He spends his seven secondary 
  dots in Social Skills to have Empathy 1, Intimidation 2, Persuasion 1, Streetwise 2 and 
  Subterfuge 1. Finally, he allocates his four tertiary dots into Mental Skills to arrive at Academics 
  1, Investigation 2, Politics 1. 
  Step Four: Specialties 
  Gordon looks over the Skills allocated to his character. Amenhotep is beginning to take shape 
  into a fully realized character in this story. He uses the outline he has created so far to begin 
  imagining this hard-nosed Hong Kong detective suddenly supercharged with the stern, Deathless 
  will of Amenhotep. He is the bloodhound of his meret and the front line in any encounter. In 
  order to hone that still further, he spends his three Skill Specialties in Investigation (Detail 
  Oriented), Firearms (Pistols) and Intimidation (Threatening). 
  Step Five: Add Arisen Template 
  First, Gordon decides on the Balance and Burden for his character. Gordon sees Amenhotep as a 
  fierce follower of laws, even when they’re unjust, and chooses Resilient as his Balance, with 
  Stagnant as his Burden. He won’t budge on most matters, but this has led to his clinging on to 
  calcified views. 
  Gordon elects to not select a Touchstone at this stage of his character’s existence. While this puts 
  the mummy at risk of struggling to gain Memory, he’s keen to roleplay the forging of a new 
  Touchstone in the upcoming chronicle. 
  
  Gordon now turns to the descriptions of the Judges and discusses with Amanda as to which best 
  suits the Concept he formed. She advises him to choose the decree of Nesrem (Ka) and the Judge 
  Am-Khaibit, the Eater of Shadows. 
  With those choices made, Gordon decides to place Amenhotep in the Maa-Kep guild and notes 
  their favored vessel of amulets. 
  Assigning his Pillars, Gordon places three dots in his defining Pillar of Ka. To keep the character 
  well rounded, he spends four more dots in making sure each other Pillar has at least one dot. He 
  then throws another dot each into Ab and Sheut, giving him two dots in each. 
  Choosing his Affinities, Gordon records the Maa-Kep Affinity of Affable Aid and his decree 
  Affinity of Guardian Bull. Finally, he looks for a suitable Affinity to round out his character and 
  chooses Dominating Might. 
  He may choose two Utterances. He decides on Awaken the Dead and Gift of the Golden Ankh. 
  He also notes down the Dreams of the Dead Gods Utterance as standard for all Arisen. 
  Step Six: Add Merits 
  Gordon reads the Merits starting on p. XX. He starts with an automatic dot in Tomb and Cult. 
  Gordon doesn’t see his mummy as having an elaborate Tomb, so he only spends one dot on it. 
  He spends two dots on Cult to represent the servants that brought the heart of Amenhotep to 
  Hong Kong. He spends three dots on Guild Paragon, as Amenhotep is a respected member of the 
  Maa-Kep. This leaves him with four dots, which he allocates between Contacts and Resources, 
  to reflect Feng’s — the cop whose body he now inhabits — former life, income, and connections 
  among the police force 
  Step Seven: Advantages 
  Together, Amanda and Gordon run through the list of Advantages to ensure they’re recorded 
  accurately: 
  Gordon begins by recording Amenhotep’s standard Memory 3 and Size 5. Having just 
  reawakened in a new body, his Sekhem is 10 (unless the Storyteller deems it lower by means of 
  an unusual awakening). 
  With Dexterity and Wits both at 3 and Athletics at 2, his starting Defense is 5. 
  Noting his Size of 5 and Stamina of 3 he records his starting Health at 8. 
  Adding his Resolve and Composure he notes his Willpower at 5. 
  His Dexterity of 3 and Composure of 2 set Amenhotep’s Initiative at 5. 
  His Strength of 2 and Dexterity of 3, plus the species factor of 5, set his Speed at 10. 
  Step Eight: Experience 
  Amanda informs Gordon that his character will have ten Experiences to start off with. He notes 
  that Skills cost 2 points per dot and decides to spend 4 points increasing his Investigation skill to 
  4, leaving him with 6. He then does the same with Intimidation and adds a dot into Firearms, as 
  
  those are the Skills he has Specialties in and will give him a better synergy for the character’s 
  high level of ability in those areas.  
  Step Nine: Return to Life 
  With Amenhotep safely transplanted into his new body, Gordon is ready to begin his new, 
  eternal life of service to his chosen Judge of Duat. Amanda goes through a “session zero” with 
  him in which they go over the reasons for Amenhotep’s arrival in this new place and together 
  they set up the character to be Gordon’s chosen vessel in exploring the world of Mummy: The 
  Curse. 
  Balance 
  Any time a mummy overcomes a challenge to affirm their Balance, they gain a Willpower point. 
  When overcoming something incredibly risky or philosophically challenging to their Balance, 
  they regain all lost Willpower. 
  Here are some examples of Balances you could use, or create your own based on these ideas. 
  Each includes a description and sample actions that could cause a Mummy to recover Willpower. 
  Courageous 
  Courageous mummies dive headfirst into danger or difficulty of any kind. They’re willing to 
  bravely stand before any dire threat. 
  Single Willpower: Don’t back down in the face of something terribly dangerous. 
  All Willpower: Purposefully throw yourself into danger that most likely will lead to death or 
  defeat. 
  Devoted 
  A Devoted mummy has chosen who and what they are loyal to and will never falter. They will 
  follow these people, ideas, or institutions to their death. 
  Single Willpower: You learn something terrible about someone you’re devoted to but you stick 
  with them anyway. 
  All Willpower: An institution you’re devoted to betrays you but you still fulfill its goals. 
  Diligent 
  Diligent mummies have a specificity to their actions. They are careful, precise, and take their 
  time. Their hard work results in grand perfection. 
  Single Willpower: You take your time in creating the perfect plan and because all details were 
  sorted nothing goes wrong. 
  All Willpower: You’re able to remember a small detail that no-one else can remember, saving 
  you all from certain doom. 
  Faithful 
  
  Faithful mummies are full of not only spiritual faith but also faith that things will happen as they 
  are meant to. A Mummy who is faithful is always on the right path, and can never be led astray 
  from their beliefs. 
  Single Willpower: Something happens that shakes your beliefs but you stand your ground. 
  All Willpower: A devastating mistake you’ve made makes you question your beliefs but you 
  return to them after much internal anguish. 
  Generous 
  A Generous mummy is always willing to give of themselves to others. They believe what they 
  own is what everyone owns, and are ready to give everything away. 
  Single Willpower: You’ve just given away all your money and you need to buy something for 
  the next scene. 
  All Willpower: You’ve been tricked into giving a valued possession to an enemy and you don’t 
  try to get it back. 
  Introspective 
  Introspective mummies know themselves incredibly well. This gives them an inner strength, that 
  they call on in times of need. 
  Single Willpower: Some time alone allows you to come up with a solution to the group’s 
  problem. 
  All Willpower: Meditation in an incredibly chaotic environment gives you an insight nobody 
  else notices.  
  Just 
  A just mummy notices more than others the injustice of the world and find ways to restore it. 
  They believe in acting in just ways, culturally, spiritually, and socially. 
  Single Willpower: Stand up for someone being treated unjustly at great risk of harm to yourself. 
  All Willpower: Stand up for a group being treated unjustly at great risk to you, your friends, and 
  the group. 
  Noble 
  A noble mummy is filled with idealistic intent, a nobility not in riches but in action. They believe 
  in following higher principles in all they do. 
  Single Willpower: Adhere to your beliefs even though it puts you in danger. 
  All Willpower: Adhere to your beliefs even though it puts someone you love in danger. 
  Peaceful 
  Mummies who are peaceful mean to extend ideas and actions of peace before those of 
  disharmony. It’s their goal to inspire peace in others by being peaceful themselves. 
  Single Willpower: You’re injured by someone who attacks you violently because you chose to 
  be peaceful in action. 
  
  All Willpower: You inspire an enemy to be peaceful instead of violent. 
  Resilient 
  A Resilient mummy has been through difficulty beyond measure and it has made them strong. 
  Not much shakes them, and the things most people find terrible they’re able to roll of their 
  shoulders. 
  Single Willpower: You’re able to comfort someone after a horrific experience you both had. 
  All Willpower: You’re able to do something nobody else in your group can because it horrifies 
  them too much. 
  Righteous 
  A Righteous mummy believes in a right and a wrong, and is always striving to do the right thing 
  according to their ideologies. Their morality is what drives their good actions. 
  Single Willpower: You’re able to accomplish something by doing it the righteous way, even 
  though the morally gray way is easier. 
  All Willpower: You do something that is so righteous an entire town creates a memorial in your 
  honor. 
  Trustworthy 
  A trustworthy mummy exudes a feeling of trust to those around them. Others can rely on them to 
  keep secrets, follow through on promises, and keep things safe. 
  Single Willpower: Protect another who trusts you under duress. 
  All Willpower: Go through extreme hardship in order to fulfill a promise to another 
  Truthful 
  Truthful mummies are honest to a fault. It is very hard for them to lie, and truthfulness is the 
  more virtuous act. 
  Single Willpower: Telling the truth causes you to get deeper into trouble. 
  All Willpower: Telling the truth reveals something that an enemy can immediately use against 
  you or someone you love. 
  Burden 
  Mummies have experienced truly horrific events that echo in their subconscious through time 
  regardless what body and consciousness they find themselves in. Every time a mummy gives 
  into a Burden they regain one Willpower. When they become lost in their Burden for several 
  scenes to their detriment, they regain all Willpower. 
   
  Accusing 
  An accusing mummy is eager to blame all around them for what’s wrong in their life. Everybody 
  is guilty but them. 
  Single Willpower: Lash out at someone about something neutral they just did. 
  
  All Willpower: Blame everyone around you for something that is clearly your fault. 
  Careless 
  A careless mummy takes actions without thought or discipline since caring would hurt too much. 
  They care not for themselves or those around them. 
  Single Willpower: Act without care for yourself or others. 
  All Willpower: Hurt someone through your careless actions and do not try to make repairs. 
  Chaotic 
  A chaotic mummy is dangerously unpredictable in order to cope with their chaotic 
  circumstances. They’re lashing out at everyone around them and making risky nonsensical 
  choices. 
  Single Willpower: Behave in a way that unpredictably harms someone else. 
  All Willpower: Your unpredictability causes you severe physical damage. 
  Cruel 
  A cruel mummy takes pleasure in hurting others. Often what they’re angry about inside 
  themselves is what they take out on others. 
  Single Willpower: Say unkind things to a stranger. 
  All Willpower: Say unkind things to a friend. 
  Dominant 
  A dominant mummy is mimicking behaviors of the oppressors they can feel echoing through the 
  centuries. They must subdue those around them because they are superior. 
  Single Willpower: Lord your power over someone. 
  All Willpower: Lord your power over someone you love. 
  Forgetful 
  A forgetful mummy cannot retain memory as easily anymore as a side effect of their Rite of 
  Return. They forget key things at important moments. 
  Single Willpower: You’ve forgotten a small but important detail, someone’s name or 
  occupation. 
  All Willpower: You’ve forgotten something intrinsic about someone you care about. 
  Fragile 
  A fragile mummy wallows in the weakness of their condition. They cannot accept their fragile 
  state, and it only reinforces their own helplessness. 
  Single Willpower: Do not take action at a pivotal moment.  
  All Willpower: Convinced you’ll be hurt, don’t help someone when they need it. 
  Hysterical 
  
  A hysterical mummy is upset to the point where they’ve lost control of all emotions. They’re 
  eager to take things out on those around them. 
  Single Willpower: Lash out with any emotion you’re feeling just then. 
  All Willpower: Blame your feelings on someone close by, gaslighting them. 
  Isolated 
  An Isolated mummy has separated themselves from their community and everyone they care 
  about for fear of sharing their burden. They cannot connect. 
  Single Willpower: Distance yourself from those around you. 
  All Willpower: Isolate yourself from an important scene. 
  Rageful 
  A mummy who has flown into a rage can no longer contain or manage their immense anger at 
  their condition. They lash out at those around them, and if they’re lucky they channel it into an 
  enemy. 
  Single Willpower: Indulge in an anger filled outrage. 
  All Willpower: Take your anger out on someone you care about. 
  Resentful 
  A resentful mummy is incapable of forgiveness, especially inside themselves. They hold a hard 
  grudge against someone for something they’ve recently done, projecting this feeling onto 
  everyone around them. 
  Single Willpower: You’re unable to forgive someone a small slight against you. 
  All Willpower: You decide to hold a grudge that will last a long time after an action someone 
  takes against you. 
  Selfish 
  Selfish mummies can no longer see or care for those around them, because their burden is so 
  great. They go deep inside and the world is full of enemies. 
  Single Willpower: Do something outrageous for yourself regardless of the hurt it causes 
  someone else. 
  All Willpower: Purposefully abandon someone in a time of need. 
  Stagnant 
  A stagnant mummy has an inability to adapt to their current surroundings. They become 
  overwhelmed with the changing world, and become stagnant. 
  Single Willpower: Refuse to adapt to a small change that would improve your life. 
  All Willpower: Refuse to adapt to a huge change that would improve the lives of those around 
  you. 
  
  Merits 
  This section details a number of Merits, starting with those restricted to the Arisen themselves. 
  General Merits, available to both Arisen and mortal characters, start on p. XX. Where a Merit 
  has a listed prerequisite, a character must possess those traits at the listed dot ratings or higher in 
  order to purchase the Merit. 
  Sanctity of Merits 
  Many Merits reflect impermanent elements of your character, particularly in the case of the 
  timeless Arisen. Allies may perish, resources squandered, and prestige be forgotten. Unlike 
  Attributes or Skills, it’s quite possible for a character to lose their Merits during the process of 
  play. The Experiences spent on those Merits, however, remain. If your character loses Merit dots 
  for any reason, you can replace them with other appropriate Merit dots at the end of the chapter. 
  For example, if your character had a dot of Contacts among the journalist community but, due to 
  the passage of the years at the beginning of a new Descent, her old acquaintances have now died 
  or retired, you can reallocate that dot of Contacts to another Merit. 
  With Storyteller permission, you can reimburse a Merit that no longer make sense for your 
  character with the Experiences originally paid for it. Don’t abuse this option to try and exploit 
  temporary Merits then cash them back out again in the short term; use it only for a Merit that has 
  genuinely run its course in the narrative. 
  Cults are central to the power of the Arisen, the key means through which the Deathless can 
  defeat the march of time and return again and again. Every Arisen possesses the sorcerous power 
  of the Dreams of Dead Gods Utterance, and can therefore recreate a new Cult Merit even should 
  her existing cult be utterly destroyed during her death cycle. 
  Merit Tags 
  In addition to their dot cost, some Merits have additional tags denoting additional rules. These 
  tags are: 
  • 
  Cult: These Merits can be purchased and used by a cult or an individual character. 
  • 
  Cult Only: These Merits may only be purchased and used by a cult. 
  • 
  Style: These Merits provide a unique advantage at each dot level. Characters benefit from 
  every ability at their dot level or below. 
  Timeless Merits 
  These Merits are only available to mummies and other immortal entities. 
  Artisan’s Aptitude (•••) 
  Prerequisite: Specialty in a guild’s relics. 
  Effect: Your character’s talent with their guild’s favored relics is legendary. When spending 
  Willpower to increase a dice pool involving these relics, they also gain an exceptional success on 
  three successes instead of five. 
  Balanced (•••) 
  
  Effect: Your character’s heart is light as a feather. She revels in her eternal existence, juggling 
  the needs of her personal identity and her duties to her Judge with ease. The character possesses 
  two Balances, and may use either one to recover Willpower. The frequency of replenishing 
  Willpower through Balance remains unchanged. Once per chapter, when fulfilling both Balances 
  within a single scene, the character gains a Pillar point of her choice. 
  Blue Lotus Pillar (•••) 
  Prerequisite: Defining Pillar ••••• 
  Effect: Your character’s defining Pillar is particularly potent, enhancing the unique Affinity of 
  their decree. 
  Ashem: When Disembodied, the Jackal benefits from a single Manifestation or Numen, fueled 
  by their Pillars. 
  Deshret: The Falcon may apply the benefits of their gift to mundane rolls directly fulfilling their 
  own Aspirations as well. 
  Kheru: When absorbing the emotions of others, the Lion may also absorb a Willpower point, 
  even if it brings them over their usual maximum. 
  Nesrem: The armor provided when the Bull seals the flesh increases by 1, and by spending a 
  Willpower point, they may give this protection to their Touchstone for a scene with a touch. 
  Usheb: While the Serpent retains the Informed Condition, they may spend a point of Willpower 
  to use its benefit when unleashing an Utterance targeting the character instead of a Skill. 
  Cult (• to •••••) 
  Effect: Your character is revered and loyally served by a cult, either as a god or a representative 
  of higher powers. This cult acts as their hands in the world while they slumber, tending to their 
  tomb and furthering their interests in the mummy’s absence. The initial dot of Cult allows a 
  player to create a cult (p. XX), including the custom Scorpion Cult Initiation Merit possessed by 
  cult members. Each additional dot purchased increases the size and influence of the cult, 
  boosting either their Reach or Grasp by 1. The cult’s Dominance rating grants the character a 
  bonus to Social rolls when dealing with members of their own guild, capped at +5. Multiple 
  Arisen may pool their points in this Merit to increase the size and influence of their shared cult, 
  but Reach and Grasp may only be increased over 5 with Cult Experiences, and require a higher 
  Dominance rating. 
  Dead Celebrity (• to •••) 
  Effect: At one time, your character was somebody famous, but everyone knows they’re dead 
  now. The identity reflected by this Merit was famous or infamous at one time, as per the Fame 
  Merit. In the current age, the impression left by that identity continues to influence people. 
  Whenever someone notices the resemblance to the celebrity, the character gains a bonus equal to 
  their dots in this Merit on Social rolls relevant to the character’s impression of the celebrity. A 
  beloved performer may gain this benefit on Expression or Socialize rolls, while a feared tyrant 
  may benefit on Intimidation rolls. Substitute Fame for this Merit when playing while the identity 
  was “alive” and famous, such as during flashbacks. 
  
  Drawback: Your character draws the scrutiny of conspiracy theorists, who may obsess over 
  uncovering your secrets and baring them to the world. This Merit has no effect in times before 
  their identity was famous. 
  Dead Flesh (•• or ••••) 
  Effect: Your character’s sahu endures long after most would have crumbled. Whenever your 
  character suffers aggravated damage from upgraded lethal damage, they or their allies may spend 
  two turns tending to the wound to downgrade one point of aggravated damage suffered within 
  the current scene to lethal. Tending the wound involves reattaching lost limbs and wrapping 
  them to hold them in place. A mummy may only do this twice per scene, taking no other actions 
  during the process. The four dot version of the Merit allows them to treat wounds caused by 
  sources of immediate aggravated damage, although it requires a Pillar point and flesh from 
  another body to replace that which was lost. 
  Enigma (• to •••••) 
  Prerequisite: No Fame 
  Effect: Fate conspires to hide your character’s existence from the scrutiny of others. Books burn 
  as mysterious flames erupt, carvings fade or crumble, and computer files become corrupted. 
  Mundane actions to investigate or track your character suffer a −2 penalty, and the scope of the 
  investigation requires additional Clues equal to your dots in this Merit. If the character actively 
  seeks to cover their tracks, any Clues uncovered on a failed roll are tainted instead of incomplete. 
  Attempts to perceive a mummy hiding or moving stealthily are unaffected. A mummy’s cult is 
  unhindered, instead gaining bonus dice equal to the dots in this Merit to locate their sovereign. 
  Fount of Vitality (••••) 
  Prerequisite: No Pillar at 0 (mummies), Sekhem ••• or invested Pillars (immortals) 
  Effect: The Sekhem flowing through your character’s soul bolsters their flesh against injury. 
  Sealing the flesh lasts for two additional turns for mummies. By spending a point of Willpower 
  and maintaining physical contact, the Arisen may seal the flesh of their invested cultist instead of 
  their own. The mummy loses their Defense and may not seal their own flesh while aiding their 
  cultist in this manner, and the cultist loses a point of Willpower for each turn the effect is 
  maintained. 
  Barring unique effects of their particular form of immortality, the Endless suffer damage as 
  mortals do, but the character with this Merit recovers from injuries as quickly as the Deathless. 
  Funerary Text (• to •••••) 
  Effect: Whether it is an inscribed amulet, a painstakingly copied scroll, or hieroglyphics etched 
  into the walls, your character’s tomb is equipped with a record of the Trials of Duat. Whenever 
  your character enters henet within their tomb, they may gaze upon this text and carry its wisdom 
  with them. The player may ask a number of yes or no questions such as the examples below over 
  the course of their Trials equal to their dots in this Merit, which must be answered truthfully. 
  • 
  Is this person a fiend in disguise? 
  • 
  Are they lying to me? 
  
  • 
  Is my compassion being tested here? 
  • 
  Is this detail significant? 
  Guild Paragon (•••) 
  Effect: Your character’s skills are indispensable to your guild. With the expenditure of a 
  Willpower point, they stretch their talents to preternatural levels. 
  Maa-Kep: When functioning as a secondary actor in a teamwork action, the character gains the 
  8-again effect on their roll. If the primary actor gains an exceptional success, the Dapifer regains 
  a point of Willpower. 
  Mesen-Nebu: By handling an object for a turn, the Alchemist identifies its composition and any 
  value or properties the materials might provide, giving them a +2 bonus on rolls to repair or 
  damage the item. They may shape the materials into a curio, which may be used as soft leverage. 
  If accepted, the recipient also gains the Inspired Condition. 
  Sesha-Hebsu: When the Diplomat mediates a dispute between two Arisen or members of their 
  cult, any Social rolls count as an exceptional success on three successes. If the mediation 
  succeeds, the character’s impression level advances one stage for both parties. 
  Su-Menent: By touching anything dead, the Necromancer may render it immune to the ravages 
  of time and natural decay for the remainder of the story. Such a cadaver gives a +2 bonus to any 
  attempts to glean information from it. 
  Tef-Aabhi: The Geomancer recognizes whenever they enter the Lifeweb of a tomb, sacred 
  architecture, or naturally occurring places of mystical power. Provided the area isn’t cursed or 
  unholy, they may carefully alter the surroundings to create the Hallowed Ground Tilt. The Tilt 
  persists for one day per hour spent. 
  Interstitial Lives (•••) 
  Effect: For whatever mysterious reason, your mummy sometimes arises without a first purpose 
  to direct them. When a mummy awakens due to this Merit, they begin their Descent with six dots 
  of Sekhem. At the players’ discretion, if all mummies in a meret possess this Merit, they may 
  choose to have their lives interlinked, rising together whenever an interstitial life begins. 
  Overburdened (•••) 
  Effect: Endless years and duties to the Judges weigh heavily on your character. He bears two 
  Burdens, and may labor under either one when regaining Willpower. Once per chapter, the 
  mummy may regain a Pillar point of their choice by enduring both Burdens in a single scene. 
  Relic Sensitivity (••) 
  Effect: Your character is more sensitive to the presence of relics than their peers. Endless with 
  this Merit are capable of benefiting from kepher like mummies, while the Arisen gain a +2 bonus 
  on such rolls. 
  Resonant Lifetime (•••) 
  Effect: One of your character’s Descents has left its mark on his soul and informed his identity. 
  No matter how many lifetimes your character lives, that one Descent remains as crystal clear as 
  
  his last. This is never their mortal life in Irem. A mummy may not purchase this Merit more than 
  once, but when assuming the body of a mortal cultist, they may choose to replace the 
  remembered lifetime with that of the cultist. 
  Resplendent Soul (•••) 
  Prerequisite: Affected Pillar ••• (mummies), Sekhem •• (immortals) 
  Effect: One of the Pillars of your soul shines brightly. This Merit may only be taken once.  
  Mummies receive a secondary defining Pillar. While this provides none of the benefits of the 
  associated decree, it allows them to recover spent points more easily. Whenever they fully 
  replenish their defining Pillar by affirming their decree, they also replenish a point of this Pillar.  
  An immortal’s Sekhem refines one of their soul’s Pillars into a palpable manifestation. The 
  immortal has a single Pillar rated at one dot, which they may utilize like the Arisen. Lacking a 
  decree, they may only replenish this Pillar through vestiges and meditation using their 
  Composure as a dice pool. Additional Pillars require investment from the Arisen. 
  Tenacious Eternity (••••) 
  Effect: All immortals are Endless, but for unknown reasons, your curse is more lenient than that 
  suffered by others of your kind. 
  Blood Bather: Your character may choose to change the Bath, Blood, or Preparation component 
  of their bathing ritual to match what’s currently available. Only one component may be altered 
  during the performance of the ritual. By spending a point of Willpower, the alteration to the 
  ritual becomes permanent. 
  Body Thief: Within a stolen body, your character benefits from 1/1 Armor. 
  Eternal: Your character’s anchor gains +2 Durability. 
  Reborn: All attempts to supernaturally remove or alter your character’s memories suffer a −3 
  penalty. 
  Sadikh: As long as your character upholds their Arisen master’s orders, they may resist the lure 
  of the false life indefinitely. 
  Tomb (Special) 
  Effect: A mummy’s tomb provides a bastion against the outside world and the inexorable march 
  of eternity. It is place of security where a mummy may center herself and rest when the weight of 
  ages grows too great to bear. The first dot applies to Geometry, but each additional dot may be 
  applied to Geometry, Peril, or Provisions (p. XX). Geometry is limited to five dots in total, but 
  Peril and Provisions may both be increased beyond that point. A meret may pool their dots for a 
  shared tomb if they wish. 
  General Merits 
  Unless specified otherwise, these Merits may be taken by any character. 
  Allies (• to •••••, Cult) 
  
  Effect: Allies help your character. They might be friends, employees, associates, or people your 
  character has blackmailed. Each instance of this Merit represents one type of ally. This could be 
  an organization, a society, a clique, or an individual. You can take this Merit multiple times to 
  represent different Allies. Your character might have Allies (Cornell College) ••, Allies (Grand 
  Egyptian Museum) •••, and Allies (Shore Porters Society) •. 
  Each dot represents a level of influence in the group. One dot constitutes small favors and 
  passing influence. Three offers considerable influence, such as the police overlooking a 
  misdemeanor charge. Five dots stretches the limits of the organization’s influence, as its leaders 
  put their own influence on the line for the character. This could include things such as massive 
  insider trading or fouling up a felony investigation. No matter the request, it has to be something 
  that organization could accomplish. 
  The Storyteller assigns a rating between one and five to any favor asked. A character can ask for 
  favors that add up to her Allies rating without penalty in one chapter. If she extends her influence 
  beyond that, her player must roll Manipulation + Persuasion + Allies, with a penalty equal to the 
  favor’s rating. If the roll is successful, the group does as requested. Failed or successful, the 
  character loses a dot of Allies, but Sanctity of Merits applies. On a dramatic failure, the 
  organization resents her and seeks retribution. On an exceptional success, she doesn’t lose the 
  dot. 
  One additional favor a character can ask of her Allies is to block another character’s Allies, 
  Contacts, Mentor, Retainer, or Status (if she knows the character possesses the relevant Merit). 
  The favor’s rating is equal to the Merit dots blocked. As before, no roll is necessary unless the 
  target’s Merit exceeds the character’s Allies. If the block succeeds, the target cannot use the 
  blocked Merit during the same chapter. 
  Alternate Identity (•, ••, or •••) 
  Effect: Your character has established an alternate mundane identity. The level of this Merit 
  determines the amount of scrutiny it can withstand. At one dot, the identity is superficial and 
  unofficial. For example, your character uses an alias with a simple costume and adopts an accent. 
  He hasn’t established the necessary paperwork to even approach a bureaucratic background 
  check, let alone pass. At two dots, he’s supported his identity with paperwork and identification. 
  It’s not liable to stand up to extensive research, but it’ll turn away private investigators and 
  internet hobbyists. At three dots, the identity can pass thorough inspection. The identity has been 
  deeply entrenched in relevant databases, with subtle flourishes and details to make it seem real 
  even to trained professionals.  
  Additionally, the Merit reflects time the character has spent honing his persona. At one or two 
  dots, he gains a one-die bonus to all Subterfuge rolls to defend the identity. At three dots, he 
  gains +2 instead. 
  You can purchase this Merit multiple times, each time representing an additional identity. 
  Anonymity (• to •••••) 
  Prerequisite: Cannot have Fame. 
  
  Effect: Your character lives off the grid. Her cult may have failed to maintain proper paperwork 
  in anticipation of her return, leaving her with no legal identity. This means she must make 
  purchases with cash or falsified credit cards. She avoids any official authoritative influence in 
  her affairs. Any attempts to find her by paper trail suffer a one-die penalty per dot purchased in 
  this Merit. 
  Drawbacks: Your character cannot purchase the Fame Merit. This also may limit Status 
  purchases, if the character cannot provide sufficient identification for the roles she wishes to 
  take. 
  Area of Expertise (•) 
  Prerequisite: Resolve •• and one Skill Specialty  
  Effect: Your character is uncommonly specialized in one area. Choose a Specialty to assign to 
  this Merit. Forgo the +1 bonus afforded by a Specialty, in exchange for a +2.  
  Common Sense (•••)  
  Effect: Your character has an exceptionally sound and rational mind. With a moment’s thought, 
  she can weigh potential courses of action and outcomes.  
  Once per session as an instant action, you may ask the Storyteller one of the following questions 
  about a task at hand or course of action. Roll Wits + Composure. If you succeed, the Storyteller 
  must answer to the best of her ability. If you fail, you get no answer. With an exceptional 
  success, you can ask an additional question. With dramatic failure, the Storyteller can give you a 
  piece of false advice. If you follow that “intuition” regardless of risk, take a Beat. 
  • 
  What is the worst choice? 
  • 
  What do I stand to lose here? 
  • 
  What’s the safest choice? 
  • 
  Am I chasing a worthless lead? 
  Contacts (•, Cult) 
  Effect: Contacts provide your character with information. Each instance of this Merit represents 
  a sphere or organization with which the character can garner information. Contacts do not 
  provide services, only information. This may be face to face, via email, by telephone, or even by 
  séance. 
  Garnering information via Contacts requires a Manipulation + Social Skill roll, depending on the 
  method the character uses, and the relationship between the characters. The Storyteller should 
  give a bonus or penalty, dependent on how relevant the information is to that particular Contact, 
  whether accessing the information is dangerous, and if the character has maintained good 
  relations or done favors for the Contact. These modifiers should range from −3 to +3 in most 
  cases. If successful, the Contact provides the information. 
  You may purchase this Merit multiple times to reflect different sources. 
  Danger Sense (••) 
  
  Effect: You gain a +2 modifier on reflexive Wits + Composure rolls for your character to detect 
  an impending ambush. Your character’s reflexes are honed to the point where nothing is 
  shocking. 
  Demolisher (• to •••) 
  Prerequisites: Strength or Intelligence ••• 
  Effect: Your character has an innate feel for the weak points in objects. When damaging an 
  object, she ignores one point of the object’s Durability per dot in this Merit. 
  Devotees (•••, Cult Only) 
  Effect: Your followers are particularly devoted to their Doctrines. Increase the cult’s Fidelity 
  track by 1. 
  Direction Sense (•) 
  Effect: Your character has an innate sense of direction, and is always aware of her location in 
  space. She always knows which cardinal direction she faces, and never suffers penalties to 
  navigate or find her way in the mundane world. 
  Eidetic Memory (••) 
  Effect: Your character recalls events and details with pinpoint accuracy. You do not have to 
  make rolls for your character to remember past experiences. When making Intelligence + 
  Composure (or relevant Skill) rolls to recall minute facts from swaths of information, take a +2 
  bonus. Arisen never possess this Merit. 
  Encyclopedic Knowledge (••) 
  Effect: Choose a Skill. Due to an immersion in academia, pop culture, or a hobby obsession, 
  your character has collected limitless factoids about the topic, even if she has no dots in the Skill. 
  You can make an Intelligence + Wits roll at any time your character is dealing with her area of 
  interest. On a successful roll, the Storyteller must give a relevant fact or detail about the issue at 
  hand. Your character knows this fact, but you must explain within the scope of your character’s 
  background why she knows it. For example, for Encyclopedic Knowledge (Academics): “Yeah, 
  there were 300 Spartans at Thermopylae. There were also many other warriors. I was among 
  them.” Mummies unable to explain how they know such things often find the trivia surfacing in 
  their minds without warning. 
  Etiquette (• to •••••; Style) 
  Prerequisites: Composure •••, Socialize •• 
  Effect: Your character knows her way around society, customs, and traditions. More 
  importantly, she can use this talent to make or break reputations. This Merit applies to any social 
  interactions where etiquette, style, poise, and reputation carry weight, and uses the Social 
  Maneuvering rules on p. XX. 
  Bless His Heart (•): Your character always considers her words well. No matter how vile, the 
  things she says come off as defensible and respectful. When a character engages yours in a 
  
  Social interaction, you may opt to use your character’s Socialize score instead of the lower of her 
  Resolve and Composure to determine her starting Doors. 
  Losing Your Religion (••): When your character lets loose and insults someone, she leaves 
  mouths agape. When tearing down a target verbally, use 8-again, and take a two-die bonus to the 
  roll. Afterward, move the interaction one step down on the impressions chart. 
  In High Cotton (•••): Your character cultivates standing and respect, and carries it like a knight 
  wears armor. You may apply one relevant Status or Fame Merit to rolls to contest Social 
  interactions. Other Merits may apply with Storyteller permission. 
  Half-Cocked (••••): Your character is always prepared. On the other hand, others are not. In a 
  new Social interaction, if the impression is good, excellent, or perfect, ignore the subject’s 
  Resolve and Composure on the first roll. 
  Grace Under Fire (•••••): While your character may not always win, she never looks bad. If a 
  character opens all her Doors, and you opt to offer an alternative, his player chooses three 
  Conditions. You choose which one your character receives. 
  Fame (• to •••) 
  Effect: Your character is recognized within a certain sphere, for a certain skill, or because of 
  some past action or stroke of luck. This can mean favors and attention, but it can also mean 
  negative attention and scrutiny. When choosing the Merit, define what your character is known 
  for. One dot reflects local recognition or reputation within a confined subculture. Two dots 
  results in regional recognition by a wide swath of people. Three dots results in worldwide 
  recognition by anyone who might have been exposed to the source of the fame. Each dot adds a 
  die to any Social rolls among those your character’s celebrity impresses.  
  Drawback: Rolls to find or identify the character in the mundane world enjoy a one-die bonus 
  per dot of the Merit. If the character has Alternate Identity, she can mitigate this drawback. A 
  character with Fame cannot have the Anonymity or Enigma Merits. 
  Fanatical (••, Cult Only) 
  Effect: Nothing sways your cult from the higher cause they have pledged their lives and souls to 
  upholding. When they act, they build momentum to push ever further, conquering all obstacles in 
  their way. Whenever they take a cult action beyond the limits of their Dominance, they gain a +2 
  bonus to Reach and Grasp for the action. 
  Drawback: Progress is an addictive experience, and in the absence of direct guidance, the cult 
  engages in actions to fulfill their impression of their sovereign’s will, leading inexorably towards 
  schisms over interpretations or strategies. Whenever they take a cult action beyond the limits of 
  their Dominance, they also suffer an additional point of bashing damage to Fidelity. 
  Fast Reflexes (• to •••)  
  Prerequisite: Wits ••• or Dexterity •••  
  Effect: Gain +1 Initiative per dot. 
  Fast-Talking (• to •••••; Style) 
  
  Prerequisites: Manipulation •••, Subterfuge •• 
  Effect: Your character talks circles around listeners. She speaks a mile a minute and often leaves 
  her targets reeling, but nodding in agreement. 
  Always Be Closing (•): With the right leading phrases, your character can direct a mark to say 
  what she wants, when she wants. This trips the mark into vulnerable positions. When a mark 
  contests or resists your character’s Social interactions, apply a –1 to his Resolve or Composure. 
  Jargon (••): Your character confuses her mark using complex terminology. You may apply one 
  relevant Specialty to any Social roll you make, even if the Specialty isn’t tied to the Skill in use. 
  Devil’s Advocacy (•••): Your character often poses arguments she doesn’t agree with in order to 
  challenge a mark’s position and keep him from advancing discussion. You can reroll one failed 
  Subterfuge roll per scene. 
  Salting (••••): Your character can position herself so that a mark pursues a non-issue or 
  something unimportant to her. When your character opens a Door using conversation 
  (Persuasion, Subterfuge, Empathy, etc.) you may spend a Willpower point to immediately open 
  another Door. 
  Patron’s Privilege (•••••): Your character can take advantage of her mark’s greed or zeal. When 
  the mark does particularly well, it’s because your character was there to set him up and to 
  subsequently tear him down. If a target regains Willpower from his Vice or similar trait while 
  your character is present, you may immediately roll Manipulation + Subterfuge to open a Door, 
  regardless of the interval or impression level. 
  Fighting Finesse (••) 
  Prerequisites: Dexterity •••, a Specialty in Weaponry or Brawl 
  Effect: Choose a Specialty in Weaponry or Brawl when you purchase this Merit. Your 
  character’s extensive training in that particular weapon or style has allowed them to benefit more 
  from their alacrity and agility than their strength. You may substitute your character’s Dexterity 
  for her Strength when making rolls with that Specialty. 
  You can purchase this Merit multiple times to gain its benefit with multiple Specialties. 
  Fixer (••) 
  Prerequisites: Contacts ••, Wits ••• 
  Effect: Your character is people who knows people. She can not only get in touch with the right 
  people to do a job, but she can get them at the best possible prices. When hiring a service (p. 
  XX), reduce the Availability score of the service by one dot. 
  Fleet of Foot (• to •••)  
  Prerequisite: Athletics ••  
  Effect: Gain +1 Speed per dot, and anyone pursuing your character suffers a −1 per dot to any 
  foot chase rolls. 
  Giant (•••) 
  
  Effect: Your character is massive. She’s well over six feet tall, and crowds part when she 
  approaches. She’s Size 6, and gains +1 Health. Normally this is only available at character 
  creation, but bizarre curses could cause it as well. 
  Drawback: Buying clothing is a nightmare. Fitting into small spaces is difficult at best. 
  Indomitable (••) 
  Prerequisite: Resolve ••• 
  Your character possesses an iron will. The powers of the supernatural have little bearing on her 
  behavior. She can stand up to a vampire’s mind control, a witch’s charms, or a ghost’s gifts of 
  fright. Any time a supernatural creature uses a power to influence your character’s thoughts or 
  emotions, add two dice to the dice pool to contest it. If the roll is resisted, instead subtract two 
  dice from the monster’s dice pool. Note that this only affects mental influence and manipulation 
  from a supernatural origin. A vampire with a remarkable Manipulation + Persuasion score is just 
  as likely to convince your character to do something using mundane tricks. 
  Inspiring (•••) 
  Prerequisites: Presence ••• 
  Effect: Your character’s passion inspires those around her to greatness. With a few words, she 
  can redouble a group’s confidence or move them to action. 
  Make a Presence + Expression roll. A small group of listeners levies a −1 penalty, a small crowd 
  a −2, and a large crowd a −3. Listeners gain the Inspired Condition. The character may not use 
  this Merit on herself. 
  Interdisciplinary Specialty (•) 
  Prerequisites: Skill at ••• or higher with a Specialty 
  Effect: Choose a Specialty that your character possesses when you purchase this Merit. You can 
  apply the +1 from that Specialty on any Skill with at least one dot, provided it’s justifiable within 
  the scope of the fiction. For example, a doctor with a Medicine Specialty in Anatomy may be 
  able to use it when targeting a specific body part with Weaponry, but could not with a general 
  strike. 
  Iron Stamina (• to •••) 
  Prerequisites: Stamina ••• or Resolve ••• 
  Effect: Each dot eliminates a negative modifier (on a one-for-one basis) when resisting the 
  effects of fatigue or injury. For example: A character with Iron Stamina •• can ignore up to a −2 
  modifier brought on by fatigue. The Merit also counteracts the effects of wound penalties. So, if 
  all of your character’s Health boxes are filled (which normally imposes a −3 penalty to his 
  actions) and he has Iron Stamina •, reduce those penalties to −2. This Merit cannot be used to 
  gain positive modifiers for actions, only to cancel out negative ones. 
  Language (•)  
  Effect: Your character is skilled with an additional language, beyond her native tongue. Your 
  character can speak, read, and write in that language.  
  
  Choose a new language each time you buy this Merit. Mummies, possessing an unnatural 
  aptitude for language acquisition, choose two languages. 
  Library (• to •••, Cult)  
  Effect: Your character has access to a plethora of information about a given topic. When 
  purchasing this Merit, choose a Mental Skill. The Library covers that purview. On any extended 
  roll involving the Skill in question, add the dots in this Merit.  
  You can purchase this Merit multiple times to reflect different Skills.  
  Mentor (• to •••••) 
  Effect: This Merit gives your character a teacher who provides advice and guidance. He acts on 
  your character’s behalf, often in the background, and sometimes without your character’s 
  knowledge. While Mentors can be highly competent, they want something in return for their 
  services. The dot rating determines the Mentor’s capabilities, and to what extent he’ll aid your 
  character. 
  When establishing a Mentor, determine what the Mentor wants from your character. This should 
  be personally important to him, and it should reflect the dot rating chosen. A one-dot Mentor 
  might be incapable of dealing with modern society, and want to live vicariously through your 
  character. This might mean coming to him and telling stories of her exploits. A five-dot Mentor 
  would want something astronomical, such as an oath to procure an ancient, cursed artifact that 
  may or may not exist, in order to prevent a prophesized death. 
  Choose three Skills the Mentor possesses. You can substitute Resources for one of these Skills. 
  Once per session, the character may ask her Mentor for a favor. The favor must involve one of 
  those Skills, or be within the scope of his Resources. The Mentor commits the favor (often 
  asking for a commensurate favor in return), and if a roll is required, the Mentor is automatically 
  considered to have successes equal to his dot rating. Alternately, you may ask the Storyteller to 
  have the Mentor act on your character’s behalf, without her knowing or initiating the request. 
  Observance (••, Cult Only) 
  Effect: The cult engages in a particular rite every month at their sovereign’s tomb, reaffirming 
  their dedication and strengthening their interpersonal bonds. Cultists participating in these rites 
  gain the Inspired Condition, and add 1 to a cult action attempted within a number of days equal 
  to the cult’s Dominance. Mummies observing or participating in their cult’s observance regain a 
  point of spent Willpower. 
  Parkour (• to •••••, Style) 
  Prerequisites: Dexterity •••, Athletics •• 
  Effect: Your character is a trained and proficient free runner. Free running is the art of moving 
  fluidly through urban environments with complex leaps, bounds, running tricks, and vaults. This 
  is the type of sport popularized in modern action films, where characters are unhindered by 
  fences, walls, construction equipment, cars, or anything else the city puts in their way. 
  
  Flow (•): Your character reacts instinctively to any obstacles with leaps, jumps, and scaling 
  techniques. When in a 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. 
  Cat Leap (••): Your character falls with outstanding grace. When using a Dexterity + Athletics 
  roll to mitigate damage from falling, your character gains one automatic success. Additionally, 
  add your Parkour rating to the threshold of damage that can be removed through this roll. 
  Parkour will not mitigate damage from a terminal-velocity fall. 
  Wall Run (•••): When climbing, your character can run upward for some distance before having 
  to traditionally climb. Without rolling, your character scales 10 feet + five feet per dot of 
  Athletics as an instant action, rather than the normal 10 feet. 
  Expert Traceur (••••): Parkour has become second nature for your character. By spending a 
  Willpower point, you may designate one Athletics roll to run, jump, or climb as a rote action 
  (reroll all failed dice once). On any turn during which you use this ability, you may not apply 
  your character’s Defense to oncoming attacks. 
  Freeflow (•••••): Your character’s Parkour is now muscle memory. She can move without 
  thinking, in a Zenlike state. The character must successfully meditate (p. XX) in order to 
  establish Freeflow. Once established, your character is capable of taking Athletics actions 
  reflexively once per turn. By spending a point of Willpower on an Athletics roll in a foot chase, 
  gain three successes instead of three dice. 
  Professional Training (• to •••••) 
  Effect: Your character has extensive training in a particular profession, which offers distinct 
  advantages in a handful of fields. When choosing this Merit, choose or create a Profession for 
  your character. Mark the two Asset Skills on your character sheet. The advantages of 
  Professional Training relate directly to those Asset Skills. 
  • 
  Networking: At the first level of Professional Training, your character builds 
  connections within her chosen field. Take two dots of Contacts relating to that field. 
  •• 
  Continuing Education: With the repeated efforts in her field of choice, your character 
  tends toward greater successes. When making a roll with her Asset Skills, she benefits from the 
  9-again quality. 
  ••• 
  Breadth of Knowledge: Due to her advancement in her field, she’s picked up a number 
  of particular bits of information and skill unique to her work. Choose a third Asset Skill, and take 
  two Specialties in your character’s Asset Skills. 
  •••• 
  On-the-Job Training: With the resources at her disposal, your character has access to 
  extensive educational tools and mentorship. Take a Skill dot in an Asset Skill. Whenever you 
  purchase a new Asset Skill dot, take a Beat. 
  ••••• 
  The Routine: With such extensive experience in her field, she has honed her Asset Skills 
  to a fine edge, and she’s almost guaranteed at least a marginal success. Before rolling, spend a 
  Willpower point to apply the rote action quality to an Asset Skill. This allows you to reroll all the 
  failed dice on the first roll. 
  
  Example: Penebui of the Mesen-Nebu has Professional Training (Alchemist) ••. Her player 
  marks Crafts and Science as her Asset Skills and assigns Chemists and Librarians as her 
  Contacts. Upon achieving the third dot, Penebui adds Occult as a third Asset Skill and adds 
  Occult (Alchemy) and Science (Metallurgy) as her Specialties. 
  Pusher (•) 
  Prerequisite: Persuasion •• 
  Effect: Your character tempts and bribes as second nature. Any time a mark in a Social 
  interaction accepts his soft leverage (p. XX), improve his Impression as if he’d satisfied her Vice 
  as well as moving the Impression up on the chart as usual. 
  Relic (• to •••••) 
  Effect: Your character bears one or more relics (p. XX), with combined total ratings equal to the 
  dots in this Merit. 
  Renowned Artisan (•••) 
  Prerequisite: Crafts ••• with relevant Specialty 
  Effect: Your character is a master artisan of the crafts favored by their guild or that of their 
  Arisen master. Once per chapter, you may reroll a mundane Crafts action related to the guild’s 
  work, keeping the higher result. You also gain a +1 bonus to Social rolls interacting with 
  members of this guild. 
  Resources (• to •••••, Cult) 
  Effect: This Merit reflects your character’s disposable income. She might live in an upscale 
  condo, but if her income is tied up, she might have little money to throw around. Characters are 
  assumed to have basic necessities without Resources. 
  The dot rating determines the relative amount of disposable funding the character has available. 
  One dot is a little spending money here and there. Two dots is a comfortable, middle-class wage. 
  Three is a nicer, upper-middle-class life. Four is moderately wealthy. Five is filthy rich. 
  Every item has an Availability rating (p. XX). Once per chapter, your character can procure an 
  item at her Resources level or lower, without issue. Obtaining an item one Availability above her 
  Resources reduces her effective Resources by one dot for a full month, since she has to rapidly 
  liquidate funds. She can procure items two Availability below her Resources without limit 
  (within reason). For example, a character with Resources •••• can procure as many Availability •• 
  disposable cellphones as she needs. 
  Retainer (• to •••••, Cult) 
  Effect: Your character has an assistant, sycophant, servant, or follower on whom she can rely. 
  Establish who this companion is and how she acquired him. It may be as simple as a paycheck. 
  He might owe your character his life. However it happened, your character has a hold on him. 
  A Retainer is more reliable than a Mentor and more loyal than an Ally. On the other hand, a 
  Retainer is a lone person, less capable and influential than the broader Merits. 
  
  The Merit’s dot rating reflects the Retainer’s relative competency. A one-dot Retainer is mildly 
  useful, mostly for reliably taking on menial tasks; sometimes you don’t need to be 
  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 capable in his line of work. A five-dot Retainer is one of the 
  best in his class. If a Retainer needs to make a roll, and it’s within his field, double the dot rating 
  of the Merit and use it as a dice pool. For anything else, use the dot rating as a dice pool. 
  You can purchase this Merit multiple times to represent multiple Retainers. 
  Ritualistic Cult (•, Cult Only) 
  Effect: The cult maintains a regular schedule of rituals and observances. These rites, performed 
  in the Lifeweb of the mummy’s tomb, soothe and empower the Arisen soul. When meditating to 
  regain Pillars during the cult’s rites, the mummy adds the cult’s Dominance to their roll. 
  Safe Place (• to •••••, Cult)  
  Effect: Your character has somewhere besides her tomb she can go where she can feel secure. 
  While she may have enemies that could attack her there, she’s prepared and has the upper hand. 
  The dot rating reflects the security of the place. Equipment 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 
  minor security systems. A five-dot could have a security crew, infrared scanners at every 
  entrance, or trained dogs. Each place can be an apartment, a mansion, or a hidey-hole.  
  A Safe Place gives all owners an Initiative bonus equal to the total Merit dots while inside. 
  Any efforts to breach the Safe Place suffer a penalty equal to the Merit dots invested. If the 
  character desires, the Safe Place can include traps that cause intruders lethal damage equal to the 
  Merit dots, or bashing damage equal to twice the Merit’s dots. The traps may be avoided with a 
  Dexterity + Larceny roll, penalized by the Safe Place rating.  
  Each instance of this Merit reflects a different place. 
  Sandglass (••) 
  Effect: The Sekhem flowing through your character’s soul has sharpened your perception of 
  time. When encountering unusual disruptions in time, such as mirages, time splinters, or 
  supernatural powers altering the temporal flow, your character perceives the distortion through a 
  unique sensation. One feels extreme thirst, while another feels the grit of sand beneath their 
  fingernails. This sense doesn’t tell the character the nature of the disruption, but a successful 
  Wits + Composure roll can lead them to the effect. Characters with this Merit may attempt to 
  Feel the Flow like mummies, using Wits + Composure as their dice pool and substituting 
  Willpower dots for Sekhem or Willpower points for Pillar costs. Mummies with this Merit add 
  their Wits and gain an exceptional success on three successes instead of five when Feeling the 
  Flow. 
  Scapegoats (•, Cult Only) 
  Effect: By shifting blame to others, the cult maintains its integrity. Once per story, instead of 
  punishing or banishing the guilty during a mutiny, they may focus the cult on a new target by 
  
  assigning a new cult action. This clears only two points of Fidelity damage, but maintains Reach 
  and Grasp. 
  Scorpion Cult Initiation (• to •••••, Cult Only) 
  Scorpion Cult Initiation reflects membership in cults dedicated to an Arisen or the Judges, and 
  thus a valid character target for the Rite of Investment. The dot rating dictates standing: one dot 
  is an initiate or lay cultist, two a full and respected member, three a priest or cultic enforcer, four 
  a decision-making leader, and five is the hierophant or cult leader. 
  In addition to standing, a Scorpion Cult Initiation Merit offers benefits at each level of influence. 
  The following is a sample “standard” Cult Initiation, but the benefits of membership can vary 
  widely depending on the nature and makeup of the cult: 
  • Initiate: Initiates are instructed in lore of the Judge the Arisen serves and the particulars of 
  Iremite faith, or shepherded towards being the eyes and arms of the cult and recognizing the 
  secret ways of doing things. They gain either a specialty in Iremite Religion for Academics or a 
  Bureaucracy specialty in Politics.  
  •• Cultist: Full cult members must learn to speak, read, and write in Iremic. They gain the 
  Language Merit (Iremic) free of charge. Cultists at this level are immune to Sybaris, so long as 
  they faithfully follow the Doctrine of the cult. 
  ••• Wab: Even the lowest priests, the wab, command significant cult resources. Spend two dots 
  between Contacts, Allies, Resources, or Retainers to reflect this. Additionally, cult tasks 
  personally overseen by a priest add a +3 modifier to rolls to generate Effort.  
  •••• Hem-Netjer: Sybaris does not touch the truly loyal. On the other hand, long exposure to 
  miracles robs them of their mystery. The hem-netjer (“servant of the god”) gains the Witness 
  (•••) Merit. Unlike the temporary protection to Sybaris afforded those who are full members, this 
  Merit persists past excommunication. 
  ••••• Tepi: Glory reflected still shines brightly, at the hierophant is privy to many secrets of the 
  mummy’s guild. The cult’s tepi (“first”) may use relics of the mummy’s guild without suffering 
  a drawback, as if they were the mummy. 
  Secretive (•••, Cult Only) 
  Effect: With rituals performed in masks or darkened rooms, the cult maintains strict anonymity 
  among its members. Cultists are only privy to the identities of cultists of equal or lower rank in 
  Scorpion Cult Initiation. Investigating an individual cultist’s connection to the cult or its 
  activities requires additional Clues equal to their rank in Scorpion Cult Initiation. 
  Small-Framed (••) 
  Effect: Your character is diminutive. He’s not even five feet tall, and it’s easy to walk into him 
  without noticing. He’s Size 4, and thus has one fewer Health box. He gains +2 to any rolls to 
  hide or go unnoticed, and this bonus might apply any time being smaller would be an advantage, 
  such as crawling through smaller spaces. Normally this is only available at character creation, 
  but unnatural sorceries could cause it as well. 
  
  Drawbacks: In addition to the lower Health, some people might overlook your character or not 
  take him seriously. 
  Specialized Cultists (•, Cult Only) 
  Effect: The cult is well-trained in a single Skill. Whenever they aid their mummy in tasks reliant 
  upon it, the mummy gains the 9-again effect on their roll. This Merit may only be taken once. 
  Storied (•, Cult Only) 
  Effect: The very idea of your cult is ludicrous, and anyone attempting to shed light upon their 
  secretive activities will become a laughingstock. Any rolls to discredit the cult’s enemies gain a 
  +1 bonus. 
  Staff (• to •••••, Cult) 
  Effect: Your character has a crew of workers or assistants at her disposal. They may be 
  housekeepers, designers, research assistants, animators, cheap thugs, or whatever else makes 
  sense. For every dot in this Merit, choose one type of assistant, and one Skill. At any reasonable 
  time, her staff can take actions using that Skill. These actions automatically garner a single 
  success on minor, mundane activities. Note that you may have employees without requiring the 
  Staff Merit. Staff simply adds a mechanical advantage for those groups. 
  Status (• to •••••, Cult)  
  Effect: Your character has standing, membership, authority, control over, or respect from a 
  group or organization. This can reflect official standing, or merely informal respect. No matter 
  the source, your character enjoys certain privileges within that structure.  
  Status only allows advantages within the confines of the group reflected in the Merit. Status 
  (Organized Crime) won’t help if your character wants an official, concealed-carry firearms 
  permit, for example.  
  Status provides two major advantages. First, your character can apply her Status to any Social 
  roll with those over whom she has authority or sway. Second, she has access to group facilities, 
  resources, and funding. Depending on the group, red tape and requisitioning processes could 
  limit this. It’s also dependent on the resources the particular group has available.  
  Each instance of this Merit reflects standing in a different group or organization. Each affords its 
  own unique benefits. As you increase your dot ratings, your character rises in prominence in the 
  relevant group. 
  Drawback: Status requires upkeep, and often, regular duties. If your character does not uphold 
  these duties, she may lose the Status. The dots are not accessible until the character re-establishes 
  her standing. In our Organized Crime example, your character may be expected to pay protection 
  money, offer tribute to a higher authority, or undertake felonious activities.  
  Striking Looks (• or ••) 
  Effect: Your character is stunning, alarming, commanding, repulsive, threatening, charming, or 
  otherwise worthy of attention. Determine how your character looks and how people react to that. 
  For one dot, your character gets +1 on any Social rolls that his looks would influence. For two 
  
  dots, it’s +2. Depending on the particulars, this might influence Expression, Intimidation, 
  Persuasion, Subterfuge, or other rolls. 
  Drawback: Attention is a double-edged sword. Any rolls to spot, notice, or remember your 
  character gain the same dice bonus. Sometimes, your character will draw unwanted attention in 
  social situations. This could cause further complications. 
  Sympathetic (••) 
  Effect: Your character has a pitiful face, a well-honed sob story, or is otherwise really good at 
  letting others get close. At the beginning of a Social maneuvering attempt (p. XX), you may 
  accept a Condition such as Leveraged or Swooned to immediately eliminate two of the subject’s 
  Doors. 
  Syncretic (•, Cult Only) 
  Effect: The cult’s beliefs are a harmonized amalgam of the lore of Irem and the teachings of a 
  local belief system. When working alongside other cults or followers of the local belief system, 
  the cult gains a +2 bonus to cult actions. 
  Trained Observer (• or •••) 
  Prerequisite: Wits or Composure ••• 
  Effect: Your character spent years in the field, catching tiny details and digging for secrets. She 
  might not have a better chance of finding things, but she has a better chance of finding important 
  things. Any time you make a Perception roll (usually Wits + Composure), you benefit from the 
  9-again quality. With the three-dot version, you get 8-again. 
  True Friend (•••) 
  Effect: Your character has a true friend. While that friend may have specific functions covered 
  by other Merits (Allies, Contacts, etc.), True Friend represents a deeper, truly trusting 
  relationship that cannot be breached. Unless your character does something egregious to cause it, 
  her True Friend will not betray her. The Storyteller cannot kill a True Friend as part of a plot 
  without your express permission. Any rolls to influence a True Friend against your character 
  suffer a −5 dice penalty. In addition, once per story your character can regain one spent 
  Willpower by having a meaningful interaction with her True Friend. 
  A mummy always recognizes their True Friend upon arising, leaving them untouched by their 
  wrath. By succeeding at a Presence + Empathy roll penalized by the Arisen’s defining Pillar, the 
  True Friend can even pull the mummy from this mindless state. 
  Vestige (• to •••••) 
  Effect: The character possesses one or more Vestiges (p. XX), with combined total ratings equal 
  to the dots in this Merit. Vestiges purchased through this Merit may resonate with the character’s 
  Anchors if the player wishes. 
  Vice-Ridden (••, Cult) 
  Effect: Your character is notoriously depraved, possessing two Vices. Once per scene, he may 
  regain one Willpower by indulging whichever one he chooses. 
  
  Virtuous (••, Cult) 
  Effect: Your character strives for excellence, possessing two Virtues. The limitations of how 
  many times she may refresh Willpower using a Virtue remain the same, but she may regain it 
  from either one. 
  Wayward Cult (•••, Cult Only) 
  Effect: The cult has been misled about the nature of their mummy and the Judges. Whenever the 
  cult seeks to block another cult, they gain a +2 bonus to Reach and Grasp. Wayward cults also 
  lack a Judge’s Doctrine, though by sacrificing a dot of Dominance, they may claim a third 
  Doctrine of their mummy’s choice. 
  Drawback: When first recognizing a mummy leading another cult, the first action from the rival 
  cult inflicts aggravated rather than lethal damage to Fidelity. Further actions by this rival cult 
  inflict lethal damage as normal. Without a Judge’s Doctrine, a cult only gains Cult Beats from 
  the other two, though the mummy freely reigns over them as he sees fit. If a third Doctrine is 
  ever claimed, the mummy suffers a Descent roll for his arrogance every time the cult gains a 
  Beat from the stolen Doctrine. 
  Supernatural Merits 
  These Merits require the character remain human (non-supernatural). If the character becomes a 
  vampire, ghoul, mage, or any other supernatural character type, these Merits disappear. Per the 
  Sanctity of Merits (see p. XX), these Merits can be reallocated. 
  Accursed Harbinger (•••) 
  Effect: Something about your character’s soul makes it difficult for curses to find purchase. 
  Whenever he would acquire a passive curse, such as by touching a cursed relic, reflexively roll 
  Resolve + Composure. If successful, the curse remains passive, infecting the next valid target he 
  touches instead of the character. He may only have one curse held at bay at any given time, and 
  any additional curses will affect him normally. This Merit provides no protection against curses 
  actively directed at the character. 
  Clairvoyance (•••) 
  Effect: Your character can project her senses to another location. She sees, hears, smells, and 
  otherwise experiences the other place as if she were there. This ability requires a point of 
  Willpower to activate, successful meditation, and a Wits + Occult roll. 
  Suggested Modifiers: Has an object important to the place (+1), never been there (−3), scrying 
  for a person and not a place (−3), scrying for non-specific location (−4), spent significant time 
  there (+2), touching someone with a strong connection to the place (+1) 
  Drawback: When choosing this ability, determine how your character is able to scry. It may be 
  through a crystal ball, through a drug-induced trance, with esoteric computer models, or any 
  other reasonable method. She cannot scry without that tool or methodology.  
  Cursed (••) 
  
  Effect: Your character has run afoul of fate. Whether due to a relic’s curse, a dying mummy’s 
  malediction, dark rites, or other mysterious means, he’s been cursed. Most importantly, he’s 
  aware of the curse. When taking this Merit, define the limitations of the curse. Usually, it’s 
  expressed in the form of a single statement, such as, “On the eve of your twenty-seventh 
  birthday, you will feast upon your doom.” It’s important to work out the details with the 
  Storyteller. The curse must take effect within the scope of the planned chronicle.  
  While he knows how he’ll die, this is a liberating experience. He’s confident of the method of his 
  death, so nothing else fazes him. Gain a +2 on any Resolve + Composure roll to face fear or self-
  doubt. Any time he takes lethal damage in his last three health boxes, take an additional Beat. 
  Forbidden Rites (• to •••••, Cult) 
  Prerequisite: Library (Occult) ••, Ritual Sorcerer, Sorcerous Knowledge • 
  Effect: Your character has collected details on more rites than he could possibly hope to learn, 
  but with time, effort, and sacrifice, they may still be attempted. Each dot in this Merit is 
  associated with a Closed Rite the character has not learned. Attempting to enact these rites from 
  the available resources is more costly and prone to failure. Performing the ritual requires a Pillar 
  point, a human sacrifice, or the assistance of a fiend in addition to any other requirements, and 
  any rolls to perform it suffer a −2 penalty. 
  Cults may take this Merit, but require a sorcerer with the other prerequisites to lead them in 
  Closed Rites. With such a sorcerer, the cult may engage in any of the Closed Rites known as a 
  cult action. 
  Grave Robber (•••••) 
  Effect: Your character has a talent for stealing from the dead. His touch doesn’t rouse mummies 
  from their slumber. Even stealing a relic from the tomb’s Lifeweb gives him a two-hour 
  headstart before the mummy arises. A mummy’s initial Clue when seeking the pilfered relic 
  through kepher is tainted. 
  Drawback: If the grave robber steals more than one relic from the same tomb at a time, the 
  mummy arises with the Relentless Condition. 
  Laying on Hands (•••) 
  Your character’s faith or force of devotion becomes a wholesome force that heals the sick and 
  mends injuries. However, she takes some of those injuries upon herself by proxy.  
  Effect: By spending a Willpower point, touching the sick or wounded, and rolling Presence + 
  Empathy, your character may heal them. Every success heals two points of bashing damage, or 
  one level of lethal damage. Three successes allows for a single point of aggravated damage.  
  Drawback: For every two points of damage healed (rounded up), your character suffers a single 
  point of the same type of damage. Additionally, your character may heal diseases and other 
  ailments. The Storyteller assigns a target number of successes between one (the common cold) 
  and ten (flesh-eating bacteria). This takes an extended action, and the character suffers a minor 
  version of the illness.  
  Lineal Inheritor (•••) 
  
  Effect: Whether raised in the cult or growing up without knowledge of your origins, one of your 
  character’s parents was indispensable to a Scorpion Cult. You inherited their invested Pillar 
  following their demise, gaining the advantages of being an invested cultist. This Pillar may not 
  be drawn away until the mummy or their cult performs the Rite of Investment on the character. If 
  invested, they may hold one additional Pillar point beyond their usual limit. 
  Drawback: The dreams of the cult always lead them toward you, which may also draw the 
  attention of their allies and enemies. If the mummy’s sahu was destroyed, the cult will be 
  steadfast in their efforts to seize their sovereign’s future body. 
  Medium (•••) 
  Prerequisite: Empathy •• 
  Effect: Your character hears the words and moans of the dead. If he takes the time to parse their 
  words, he can interact with them verbally.  
  Your character has more than just a knack for knowing when ephemeral beings are lurking 
  nearby, he can reach out and make contact with them. By conducting a ritual, meditating, or 
  otherwise preparing to commune with the unseen, and succeeding at a Wits + Occult roll, he 
  temporarily increases the relevant Condition one step along the progression from nothing, to 
  Anchor, Resonance, or Infrastructure, to Open, and finally to Controlled (see p. XX for more on 
  Conditions as they relate to spirits). The effect lasts until he spends a Willpower point, but if an 
  Influence has been used to progress the Condition further, doing so only reduces it by one step. 
  Drawback: Speaking with ghosts can be a blessing, but your character cannot turn the sense off, 
  any more than he can turn off his hearing. The character hears the words of the dead any time 
  they’re present. Once per game session, usually in a time of extreme stress, the Storyteller may 
  deliver a disturbing message to your character from the other side. You must succeed in a 
  Resolve + Composure roll or gain either the Shaken or Spooked Condition. 
  Omen Sensitivity (•••) 
  Effect: Your character sees signs and patterns in everything. From the way the leaves fall, to the 
  spray of antifreeze when his radiator pops, to the ratios of circumference on the shell he picked 
  up on the sidewalk, everything has meaning. With some consideration, he can interpret these 
  meanings. This would be far better if he could turn it off. Everything is important. Everything 
  could mean the end of the world, the deaths of his friends, or other tragedies. If he misses an 
  omen, it might be the wrong one.  
  Once per game session, you can make a Wits + Occult roll for your character to interpret an 
  omen in his surroundings. For every success, ask the Storyteller a yes or no question about your 
  character’s life, his surroundings, a task at hand, or the world at large. The Storyteller must 
  answer these questions truthfully.  
  Drawback: His ability becomes an obsession. Each time he reads a portent, he gains the 
  Obsession or Spooked Condition. 
  Psychokinesis (••• or •••••) 
  
  Effect: Your character has a psychic ability to manipulate the forces of the universe. Every type 
  of Psychokinetic is different. For example, your character might have Pyrokinesis, Cryokinesis, 
  or Electrokinesis, the control of fire, cold, or electricity, respectively. This is not an exhaustive 
  list. He can intensify, shape, and douse his particular area of ability. With the three-dot version, 
  some of the given force must be present for him to manipulate. With the five-dot version, he can 
  manifest it from nothingness.  
  Spend a point of Willpower to activate Psychokinesis, and roll Resolve + Occult. Each success 
  allows a degree of manipulation; choose one of the following options below. If you intend to 
  cause harm with the roll, subtract the victim’s Resolve from the Resolve + Occult roll. If 
  characters should be harmed without a direct attack, for example, if they run through a patch of 
  flame, the three-dot version of the Merit causes one lethal damage, and the five-dot version 
  causes two. The Storyteller may rule that larger manifestations may cause more, if the situation 
  calls for it.  
  • 
  Increase or decrease the Size of the manifestation by 1.  
  • 
  Move the manifestation a number of yards equal to your character’s Willpower dots times 
  2.  
  • 
  Shape the force into a specific form. This may require an Intelligence + Crafts roll to 
  form it into a detailed or intricate shape.  
  • 
  Attack a victim with the force. Allocate any number of the rolled successes to cause 
  harm. With the three-dot Merit, Psychokinesis is a weapon causing one lethal damage. 
  Psychokinesis is considered a two lethal weapon with the five-dot version. 
  • 
  Use the force creatively. This is up to the situation and the force in question. For 
  example, an Electrokinetic may use his ability to power an electronic device briefly or to 
  jumpstart a stalled automobile.  
  • 
  Manifest his force. This only works with the five-dot version. It manifests a Size 1 patch 
  of the force. It may spread or be enlarged with further successes.  
  Drawback: Whenever your character depletes his last Willpower point, the Storyteller can call 
  on his abilities to manifest spontaneously. Resist this with a Resolve + Composure roll, with a −2 
  penalty if his chosen force is prominently featured nearby. For example, the penalty applies if a 
  Pyrokinetic is locked in a factory with a hot forge. This tends to happen during wildly 
  inconvenient moments, and in ways that usually cause more trouble than they solve. With these 
  wild manifestations, use of Psychokinesis does not cost Willpower.  
  Psychometry (•••) 
  Effect: Psychometry is the psychic ability to read impressions left on physical objects. Your 
  character can feel the emotional resonance left on an item, or can perceive important events tied 
  to a location with this ability. The ability automatically hones in on the most emotionally intense 
  moment tied to the item.  
  Spend a Willpower point to activate Psychometry. The successes scored on a Wits + Occult roll 
  determine the clarity of the visions. For each success, you may ask a single yes or no question of 
  
  the Storyteller, or one of the following questions. For questions pertaining to specific characters, 
  if your character hasn’t met the person in question, the Storyteller may simply describe them. 
  • 
  What’s the strongest emotion here? 
  • 
  Who remembers this moment the most?  
  • 
  Am I missing something in this scene?  
  • 
  Where was this object during the event? 
  • 
  What breaking point caused the event? 
  Suggested Modifiers: Character has read impressions from this item before (−2), important 
  event happened more than one day ago (−1), more than one week ago (−2), more than one month 
  ago (−3), more than one year ago (−5), item was used in a violent crime (+2), item is only 
  vaguely tied to the event (−2), spirits pertaining to the event are nearby (+3) 
  Drawback: Once per chapter, the Storyteller can force a Psychometry vision any time an 
  important place is visited, or an important item is touched. This doesn’t require a roll or a 
  Willpower point to activate. The Storyteller can give any information pertaining to the event in 
  question. Additionally, the Storyteller can impose one Condition relevant to the event.  
  Ritual Sorcerer (••••)  
  Your character has studied the magical secrets of the world, knows of rituals to evoke them, and, 
  with time and effort, can learn them. 
  Prerequisite: Any Mental Attribute •••, Occult ••• with relevant Specialty. 
  Effect: The Merit grants Sorcerous Rite slots equal to the character’s Resolve. You may fill one 
  slot with either an Open Rite Mastery (p. XX) or a Closed Rite (p. XX). Other slots are “open”, 
  waiting to be filled with rites the character encounters during play. Filling a slot costs nothing, 
  but a sorcerer can’t swap a known rite for a new one. Sorcerers may not invent their own rites 
  without the Sorcerous Knowledge Merit. 
  Sorcerous Knowledge (• to •••••) 
  Prerequisite: Ritual Sorcerer 
  Effect: Your character intensifies her study of hidden rituals and secret names, acquiring new 
  slots beyond those granted by her Resolve. The slot may be filled with an Open Rite Mastery or 
  Closed Rite. With the Storyteller’s permission, you may invent a new Closed Rite to fill this slot. 
  Slots gained through this Merit are automatically filled, since they represent specific studies. A 
  sorcerer may never have more dots in this Merit than dots in Occult. 
  Sorcerous Prodigy (•••) 
  Prerequisite: Ritual Sorcerer, Sorcerous Knowledge •• 
  Effect: Your character learns and masters Open Rites with ease. When filling a Sorcerous Rite 
  slot with an Open Rite Mastery, each slot may hold two Open Rites. Closed Rites still require an 
  entire slot for each one. 
  Telekinesis (• to •••••) 
  
  Effect: Your character has a psychic ability to manipulate the physical world with her mind. This 
  means lifting, pushing, and pulling objects. Fine manipulation is beyond the scope of 
  Telekinesis. By spending a Willpower point, she can activate Telekinesis for the scene. Her dots 
  in this Merit determine her mind’s effective Strength for the purpose of lifting and otherwise 
  influencing her environment.  
  A Telekinetic can use her abilities to cause harm by lashing out at threats. Each such “attack” 
  costs a point of Willpower. The dice pool to attack is Telekinesis + Occult, penalized by the 
  opponent’s Stamina. The attack causes bashing damage. Alternatively, it can be used to grapple, 
  with the Merit dots representing the Strength score of the psychic. Any overpowering maneuvers 
  require additional Willpower points.  
  Drawback: Any time your character suffers injury or intense stimuli, the Storyteller may call for 
  a Resolve + Composure roll to resist activating Telekinesis at an inopportune time. If the 
  Storyteller calls for this roll and it fails, the character activates Telekinesis in a quick, impressive 
  display of the power. That use of Telekinesis is free. The player can choose to automatically fail 
  the Resolve + Composure roll and take a Beat. 
  Telepathy (••• or •••••) 
  Effect: Your character can hear surface thoughts and read minds. With the five-dot version of 
  this Merit, he can broadcast simple messages to others’ minds. He hears these thoughts as if they 
  were spoken, which means they can sometimes be distracting. He can only hear thoughts at the 
  range he can normal conversation, regardless of any ambient noise (so a telepath can hear the 
  thoughts of someone next to him at a loud concert, even though he can’t actually hear the subject 
  talk, but cannot hear the thoughts of someone a football field away under quiet conditions). 
  Spend a point of Willpower to activate Telepathy, and roll Wits + Empathy, minus the subject’s 
  Resolve if the subject is unwilling. If successful, the subject’s player must tell you the foremost 
  thought on the character’s mind. Additional successes allow you to ask the subject’s player 
  additional questions from the following list. The questions can be asked at any time within the 
  same scene. With the five-dot version, every success offers a single phrase the subject hears as if 
  your character said it. As before, these phrases can be communicated at any time during the same 
  scene.  
  • 
  What does your character want right now?  
  • 
  What does your character fear most right now?  
  • 
  What is your character hiding?  
  • 
  What does your character want mine to do?  
  • 
  What does your character know about [relevant topic at hand]? 
  • 
  What turns your character on right now?  
  • 
  What’s something shameful or embarrassing about your character?  
  Drawback: Sometimes your character hears things he probably shouldn’t. Once per chapter, the 
  Storyteller can give your character a message of terrible things to come. Perhaps he overhears the 
  mad, internal ramblings of a cultist in a crowd. Maybe he hears a plot to hijack a plane. Maybe, 
  
  just maybe, he hears the incoherent thoughts of the God-Machine. These heard thoughts never 
  just occur. They always happen when your character has something else, something important 
  and pressing going on. When this happens, the Storyteller gives you a Condition such as 
  Spooked or Shaken.  
  Thief of Fate (•••) 
  Effect: Your character is a magnet for fortune and fate. When she’s close to someone, she 
  unintentionally steals their good fortune. If she touches someone, this Merit takes effect unless 
  she spends a point of Willpower to curb the effect for a scene. In the same day, any failures the 
  subject makes are considered dramatic failures. If she’s used this Merit at any time in a given 
  day, she gains four dice any time she spends Willpower to increase a dice pool. 
  Drawback: Once a victim of this Merit suffers a dramatic failure, he hears your character’s 
  name in the back of his mind. This may inspire scrutiny. 
  Unseen Sense (••) 
  Effect: Your character has a “sixth sense” for a type of supernatural creature, chosen when you 
  buy the Merit. For example, you may choose Unseen Sense: Vampires, or Unseen Sense: Fairies. 
  The sense manifests differently for everyone. Her hair stands on end, she becomes physically ill, 
  or perhaps she has a cold chill. Regardless, she knows that something isn’t right when she is in 
  the immediate proximity of the appropriate supernatural being. Once per chapter, the player can 
  accept the Spooked Condition (p. XX), in exchange for which the character can pinpoint where 
  the feeling is coming from. If the target is using a power that specifically cloaks its supernatural 
  nature, however, this does not work (though the Condition remains until resolved as usual). 
  Witness (•••) 
  Effect: While mummies debate whether the existence of Witnesses indicates the reincarnation of 
  loved ones lost long ago or souls of unusual qualities, your character only knows a creeping 
  sense of apprehensive wonder and illusive glimpses of events never experienced in this life. 
  Your character instinctively recognizes when she is in the presence of the Deathless, the Lifeless, 
  or the Endless as though possessing the Unseen Sense Merit. She also doesn’t suffer the usual 
  effects of Sybaris. Any time she would gain the Sybaris Condition, she instead experiences 
  visions or dreams of times long passed or yet to come, gaining the Obsession Condition related 
  to helping, hindering, or learning about the mummy encountered. 
  Cult Creation 
  At the beginning of a Mummy: The Curse chronicle, a meret has at least one cult. This section 
  is a step-by-step process for creating a cult. If the meret has more than one, use this process for 
  every cult the meret has.  
  Step One: Cult Archetype 
  Determine the archetype of the cult. A cult has three archetypes:  
  Conspiracies 
  Conspiracies emphasize secrecy, organizing into easily detachable cells and communicating 
  through encrypted channels. They often disguise themselves with the trappings of organized 
  
  crime, underground political groups, and modern-day conspiracy theory. Its actions are often 
  illegal or simply distasteful to society at large. Conspiracy cultists join in hopes of gaining an 
  advantage over other people.  
  Enterprises 
  Enterprises emphasize utility, organizing into corporations or non-profit groups. They operate in 
  the open, employing outsiders and maintaining relationships with the public. Its actions are often 
  legal, or at least tolerated by the public. Enterprise cultists join either because they believe in the 
  cult’s disguised cause, or just to receive a hefty paycheck.  
  Tribes 
  Tribes emphasize authority, organizing into rigidly hierarchal systems directly controlled by its 
  mummy. They may disguise themselves as religions, but every Tribal cult knows exactly who 
  they are serving, even if they don’t know every detail. Its actions span the spectrum of legality 
  and are always tinged in Irem’s lost religion. Tribal cultists join to become a part of something 
  bigger, to see a sliver of truth behind their mundane lives.  
  Archetypes 
  • 
  Select an Archetype: Conspiracy, Enterprise, or Tribe.  
  Step Two: Doctrines, Virtue, and Vice 
  Doctrines are the uniting ideals and goals that keep the cult together through the ages. They are 
  the foundation of the cult, the ways the culture and morality of the Nameless Empire remain 
  alive. Faithful cults always have one Doctrine that is an order directly from the mummy’s Judge 
  (p. XX). Everyone at the table should agree to a cult’s Doctrines.  
  Additionally, determine a Virtue and Vice for the cult, representing the overall nature of its 
  cultists.  
  Doctrines 
  • 
  Choose Three: Determine three Doctrines for your cult. One Doctrine is the Judge’s 
  Doctrine, and must be appropriate to the Judge the cult serves. Doctrines must be actively 
  worded, such as “We never harm those we deem innocent,” or “Outsiders must fear our might.” 
  Wayward Cults (p. XX) have no Judge’s Doctrine, but begin play with only two Doctrines. 
  Virtue and Vice 
  • 
  Choose Virtue and Vice: Determine the cult’s Virtue and Vice.  
  Step Three: Attributes 
  Cults use two Attributes: Reach and Grasp. These Attributes represent the methods cults use to 
  achieve their objectives, and how effective they are at using them.  
  Reach 
  Reach measures the cult’s spread throughout the world. It also represents the cult’s ability to use 
  legal channels of manipulation.  
  
  Grasp 
  Grasp measures the cult’s ruthlessness. It also represents the cult’s ability to use illegal channels 
  of manipulation.  
  Attributes 
  • 
  Base Competency: The cult starts with one dot in Reach and Grasp for free.   
  • 
  Conspiracy’s Cunning: A Conspiracy starts with +2 Grasp.  
  • 
  Efficient Enterprise: An Enterprise starts with +2 Reach.  
  • 
  Tribal Totality: A Tribe starts with +1 Reach and +1 Grasp.  
  • 
  Additional Dots: When taking dots in the Cult Merit (p. XX), each new dot may be 
  added to Reach or Grasp as desired. A single new dot in Cult cannot be applied to both Reach 
  and Grasp at once.  
  Step Four: Merits (p. XX) 
  Cult Merits may represent either the quality and abilities of a single important cult member or the 
  collective quality and abilities of the whole cult. A cult’s Resources could either represent the 
  overall profit of a successful fiscal year or the deep pockets of a high priest. Everyone should 
  agree on whether a Merit represents a cultist or the whole cult.  
  All cults grant Scorpion Cult Initiation (p. XX) to its members. Assume that most cultists who 
  actively know they are serving a cult have at least one or two dots in the Merit. 
  Merits 
  • 
  Cult Merits: Choose seven dots worth of Merits. Chosen Merits must have the Cult or 
  Cult Only tag.  
  Step Five: Advantages 
  Cults have two Advantages: Dominance, which represents the level of material and supernatural 
  power a cult wields, and Fidelity, which represents the cult’s faith and morale.  
  Advantages:  
  • 
  Dominance: 1 
  • 
  Fidelity: 5 + Lowest of Reach or Grasp.  
  Cult Experience Costs 
  Spend the following amounts of experience to improve the cult.  
  Attribute: 6 Experiences 
  Merit: 1 Experience 
  Dominance: 5 Experiences* 
  *Dominance may only be increased with Cult Beats. 
  Pillars 
  
  The Arisen used their powerful souls to withstand the Judge’s tests and return to the world of the 
  living. Mummies harness the Sekhem within their souls using the five Pillars they contain: Ab 
  (Heart), Ba (Spirit), Ka (Essence), Ren (Name), and Sheut (Shadow).  
  Effects of Pillars 
  • 
  Rating: Pillars are rated from 1-5 dots.  
  • 
  Pillar Points: Each Pillar has a number of temporary Pillar points equivalent to the 
  Pillar’s current rating.  
  Using Pillars 
  Pillars enhance a mummy’s natural talents and empower their incredible Utterances through 
  Pillar points.  
  Spending Pillar Points 
  • 
  Physical Attribute Boost: Once per scene, spending Pillar points raises Physical 
  Attributes by a number of dots determined by a mummy’s current Sekhem rating (p. XX). If a 
  mummy has Physical Attribute 6+ at Sekhem 5 or below, Physical Attribute increases are 
  calculated with a starting Trait dot rating of 5. Effect lasts until the end of the scene.  
  • 
  Favored Attribute Boost: Once per scene, spending Pillar points from a mummy’s 
  defining Pillar raises her decree’s favored Attributes (p. XX) on a one-for-one basis. If a mummy 
  has Favored Attribute 6+ at Sekhem 5 or below, favored Attribute increases are calculated with a 
  starting Trait dot rating of 5. Effect lasts until the end of the scene.   
  • 
  Seal the Flesh: Once per scene, a player may spend a point from any Pillar to heal a 
  mummy’s body. The mummy heals 3 points of bashing and 1 point of lethal damage per turn, for 
  a number of turns equivalent to the Pillar’s rating. The mummy cannot die until the effect ends, 
  even if the effect is unable to heal her wounds. The player may only spend one point per Pillar 
  for this effect.   
  • 
  Utterances: Spending the required amount and type of Pillar points activates an 
  Utterance.  
  • 
  Vessels: Spending one Pillar point from any Pillar activates a vessel (p. XX).  
  • 
  Corpse Form: Spending a Pillar point reveals the mummy’s true sahu for the remainder 
  of the scene, unless an Affinity or Utterance conceals it. This is a trigger for Sybaris (p. XX).  
  Recovering Pillars 
  A mummy’s powers exhaust the soul. The Arisen have ways to refresh it.  
  Recovering Pillar Points 
  • 
  Affirming Decree: A mummy has two signature methods of regaining Pillar points as 
  determined by her decree (p. XX).  
  • 
  Meditation: Once per chapter, a mummy may spend a scene in meditation, taking refuge 
  in her memories and sense of self. The mummy’s player rolls her Memory as a dice pool, and 
  
  each success provides one Pillar point of the player’s choice. Willpower cannot be used on this 
  roll. If the mummy meditates in her tomb, add its Geometry rating (p. XX) to the dice pool.  
  • 
  Vestiges: Cannibalizing Vestiges (p. XX) provides 1 Pillar point per dot.  
  Affinities 
  The Arisen are filled to the brim with Sekhem. Each is so soaked in this radiant life essence as to 
  become a vessel of fortune and power, and gains powerful Affinities that reflect the holy energy 
  of the Pillars of her soul. This empowerment is no accident, the Arisen believe; the magic of the 
  Rite of Return shapes each mummy to serve as a channel in this way, thus laying the foundations 
  of each Affinity through its sorcery. 
  Using Affinities 
  Many Affinities are innate and instinctive, girding the Arisen with good luck, preternatural skill, 
  or simple but potent magics that work at the slightest willing of the mummy. The Arisen do not 
  need to actively invoke such Affinities; the blessings are always present, always working to aid 
  the mummy and coax the threads of Fate to her favor. 
  Some Affinities have effects requiring the expenditure of Willpower points to activate; these 
  magics require a little more focus and intent on the part of the Arisen. A mummy can spend any 
  number of Willpower points on activating Affinities each turn without counting towards the 
  usual one Willpower point per turn limitation. 
  Gaining Affinities 
  A mummy manifests new Affinities naturally, usually without conscious effort. As her Pillars 
  grow stronger and her soul waxes in righteousness, so does the power of the Rite of Return shape 
  itself around her being and draw forth new Affinities. A mummy does not know she has gained a 
  new Affinity until she first, instinctively, uses it when faced with an appropriate situation. 
  Affinities often have prerequisites pertaining to decree, guild, or Pillar rating. A mummy can 
  only acquire an Affinity that she meets the prerequisites for. 
  Anointed Prowess 
  Prerequisites: Ka 1 
  Effect: The mummy’s player can reduce the target number on one of her Physical dice pools by 
  spending a point of Willpower. The mummy must possess an applicable Specialty for the dice 
  pool; the Affinity shifts the target number on the dice in the pool from eight to seven. The effects 
  of this Affinity then apply to all further dice pools involving the Specialty for the remainder of 
  the scene. 
  Auspicious Mastery 
  Prerequisites: Ba 1 
  Effect: The mummy’s player can reduce the target number on one of her Mental dice pools by 
  spending a point of Willpower. The mummy must possess an applicable Specialty for the dice 
  pool; the Affinity shifts the target number on the dice in the pool from eight to seven. The effects 
  
  of this Affinity then apply to all further dice pools involving the Specialty for the remainder of 
  the scene. 
  Beast Companion 
  Prerequisites: Ba 1 
  Effect: In each incarnation, the Arisen is accompanied by a favored animal. She chooses a beast 
  companion simply by touching it, which binds it to her in loyalty; it remains such until its death, 
  whereupon the mummy may choose a new animal. The chosen animal possesses normal 
  characteristics for its kind, with the following additions: 
  •  
  The animal is immune to Sybaris, and utterly loyal to the Arisen. It cannot be turned 
  against the Arisen, commanded or magically bound by another character, or chosen by a 
  different Arisen who possesses this Affinity. 
  •  
  The Arisen can communicate telepathically with the animal over any distance, and can 
  reflexively ride the senses of the companion to see what it sees, hear what it hears, etc. 
  •  
  The Arisen and the animal are always perfectly aware of one another’s relative location 
  and distance. 
  •  
  The Arisen may spend Pillar points to reinforce the animal’s Attributes just as she can her 
  own. Furthermore, if the Arisen can perceive the animal, she can treat it as the origin point for 
  her own Utterances. 
  •  
  The animal suffers damage and heals as one of the Arisen. 
  Blessed Panoply 
  Prerequisites: Ren 1 
  Effect: This Affinity provides the following benefits: 
  •  
  The Arisen’s possessions do not rot, rust, degrade, or otherwise suffer from the passage 
  of time.  Tools do not suffer wear or tear from regular use, food does not spoil, and tombs do not 
  crack or crumble. All such possessions have one greater Durability than normal. 
  •  
  As an Instant action, the mummy becomes clean of all dirt, stains, tarnish, or other muck, 
  as does any object she touches. 
  •  
  Even the simplest tools are refined in the mummy’s hands. She does not suffer the usual 
  penalty for using an improvised weapon, and can always benefit from a +1 modifier from 
  appropriate tools on any Extended action, even if all she has to work with are sticks or scraps. 
  Blessed Soul 
  Prerequisites: Ab 1 
  Effect: The mummy’s player can reduce the target number on one of her Social dice pools by 
  spending a point of Willpower. The mummy must possess an applicable Specialty for the dice 
  pool; the Affinity shifts the target number on the dice in the pool from eight to seven. The effects 
  of this Affinity then apply to all further dice pools involving the Specialty for the remainder of 
  the scene. 
  
  By Steps Unseen 
  Prerequisites: Sheut 1 
  Effect: The Arisen may always attempt to hide, no matter the circumstances, and adds her Sheut 
  to her Stealth for such dice pools. Whenever her player beats the successes of all contesting 
  characters when attempting to hide, the mummy can reflexively teleport up to (Sheut x 10) yards 
  to a destination she is aware of and that is not currently under observation by a sapient being. 
  The first time the Arisen uses this Affinity to hide in plain sight and teleport in a scene, it is free; 
  further uses cost one Willpower point. 
  Deathsight 
  Prerequisites: Sheut 1 
  Effect: This Affinity grants the following benefits: 
  •  
  The Arisen can perceive beings in the ghostly frequency of Twilight, and can detect the 
  presence of a ghost possessing a body at a glance. 
  •  
  By spending a Willpower point, the Arisen can sense the Vice, Integrity rating, and Sheut 
  rating of a character she can perceive. 
  •  
  The Arisen can sense the nature of physical undead beings, or beings who have surpassed 
  their natural lifespan, at a glance; she gains no further information about their state, however. 
  •  
  By spending a Willpower point, the Arisen imposes her Sheut rating as a penalty on the 
  dice pools of all attacks directed against her by undead beings for the remainder of the scene. 
  Divine Countenance 
  Prerequisites: Ab 1 
  Effect: The Arisen can reinforce Social Attributes by spending Pillars, much as she can her 
  Physical Attributes; she is able to spend a Pillar point to boost a Social Attribute by one dot even 
  when at Sekhem 1. 
  Dominating Might 
  Prerequisites: Ka 1 
  Effect: This Affinity grants the following benefits: 
  •  
  The Arisen adds her Ka to her Strength for the purposes of lifting or 
  moving objects. 
  •  
  She adds her Ka to her Initiative. 
  •  
  By spending a point of Willpower, all of the mummy’s close combat 
  attacks gain armor piercing equal to her Ka for the remainder of the scene. 
  •  
  By spending a point of Willpower, the mummy may inflict the Knocked 
  Down Tilt when successfully striking an opponent with a close combat attack. 
  Enduring Flesh 
  Prerequisites: Ka 1 
  
  Effect: This Affinity grants the following benefits: 
  •  
  The Arisen does not suffer damage from naturally-caused Environmental 
  Tilts or levels of extreme environment. 
  •  
  She treats up to her Ka rating in points of damage caused by fire each 
  scene as lethal damage rather than aggravated damage. 
  Enlightened Senses 
  Prerequisites: Ren 1 
  Effect: This Affinity grants the following benefits: 
  •  
  The Arisen can perceive beings in the spiritual frequency of Twilight, 
  and can detect the presence of a spirit possessing a body at a glance. 
  •  
  She adds her Ren rating to her perception rolls, to Craft rolls to create art, 
  and to Investigation rolls to solve puzzles or enigmas. 
  •  
  She reduces any penalties for range when firing a weapon at medium or 
  long range by her Ren rating. 
  •  
  She cannot be surprised by an ambush or attack. 
  Entombed Glory 
  Prerequisites: None 
  Effect: By spending one point of Willpower, the mummy adds the rating of her defining Pillar to 
  her effective Sekhem rating while within her tomb for the remainder of the scene. This cannot 
  raise effective Sekhem higher than 10, and does not prevent consequences should the Arisen’s 
  actual Sekhem drop to 0. 
  Falcon Soul Aloft 
  Prerequisites: Ba 1 
  Effect: This Affinity grants the following benefits: 
  •  
  The Arisen adds her Ba rating as automatic successes on dice pools for 
  jumping or balancing. 
  •  
  She never suffers environmental penalties on dice pools for jumping or 
  balancing. 
  •  
  She reduces the damage she takes from falling by her Ba rating, and 
  extends this benefit to any person or object she holds while falling. 
  Familiar Face 
  Prerequisites: Ren 1 
  Effect: By spending a point of Willpower, the Arisen may improve her Impression with a single 
  mortal by a number of levels up to her Ren rating. If used on a character with whom the Arisen 
  has no meaningful pre-existing relationship, the target thinks the Arisen must be an old 
  
  acquaintance of positive nature, with a good history together that the target has trouble recalling 
  just at this moment. 
  Glorious Mien 
  Prerequisites: Ab 1 
  Effect: By spending a point of Willpower, the Arisen gains a mantle of regal power for the 
  remainder of the scene. Characters who can perceive the Arisen in her glory must succeed at a 
  roll of Resolve + Composure – the Arisen’s Ab rating; failure inflicts them with the Awestruck 
  Condition. 
  God King’s Scepter 
  Prerequisites: None 
  Effect: The mummy is tightly bound to her cult, beyond even the usual threads of Fate and 
  magic. She treats the target number as one lower for all dice pools that would solely target 
  members of her cult. She benefits from the Affinity for any kind of action—attempts to inspire or 
  terrify her followers, punishment or attacks, the invocation of magic or the practice of medical 
  treatment, etc. — but if the dice pool would also affect any characters who are not members of 
  her cult, she loses the bonus. 
  Godsight 
  Prerequisites: Ren 1 
  Effect: This Affinity grants the following benefits: 
  •  
  The Arisen knows the Sekhem rating of any Arisen she can perceive. 
  •  
  By spending one Willpower point, the Arisen gains the ability to perceive 
  supernatural beings and effects for the remainder of the scene, and adds her Ren rating to any 
  Clash of Wills dice pools to penetrate supernatural obfuscation, concealment, illusion, or 
  misdirection. 
  Grip of Death 
  Prerequisites: Sheut 1 
  Effect: This Affinity grants the following benefits: 
  •  
  The Arisen adds her Sheut rating to her dice pools to establish or 
  continue a grapple. 
  •  
  Victims caught in a grapple with the Arisen suffer a supernatural 
  silencing, unable to vocalize any sound. 
  •  
  While in a grapple, the Arisen inflicts a penalty equal to her Sheut rating 
  on perception rolls to notice the mummy or her opponent; this also applies to non-violent 
  grapples such as embraces, bodily shielding someone, etc. 
  •  
  The mummy can rise to her feet from prone as a Reflexive action, even if 
  struck with the Knocked Down Tilt. 
  
  Living Monolith 
  Prerequisites: Ka 1 
  Effect: This Affinity grants the following benefits: 
  •  
  The Arisen ignores wound penalties 
  •  
  She gains additional health levels equal to her Ka rating. 
  •  
  She never suffers environmental penalties on her dice pools to lift or 
  carry objects. 
  Radiant Life Force 
  Prerequisites: Ren 1 
  Effect: This Affinity grants the following benefits: 
  •  
  The Arisen may voluntarily suffer a point of aggravated damage to end a 
  mental or spiritual Condition affecting her. 
  •  
  The Arisen, and any other character present in the scene who she wishes 
  to receive the same benefit, adds her Ren rating to Medicine dice pools. 
  •  
  The mummy’s touch immediately stabilizes incapacitated characters who 
  are bleeding or otherwise suffering injuries that will kill them. 
  Retributive Curse 
  Prerequisites: Ka 1 
  Effect: This Affinity grants the following benefits: 
  •  
  Whenever the mummy dies, the character or characters responsible for 
  the death suffers the Cursed Condition. 
  •  
  While the Arisen is meditating, unconscious, or dead, any dice pool to 
  steal or harm the mummy’s body suffers the mummy’s Ka rating as a penalty. The machinations 
  of Fate can cause this to manifest in unexpected manners, such as untimely interference, disasters 
  that close off access to the mummy’s tomb, or other narrative implementations that will thwart 
  actions against the mummy. 
  Soul Infusion 
  Prerequisites: Ba 1 
  Effect: The Arisen can tap into the driving will of another’s soul, transferring Willpower 
  between them. She may use this Affinity on another character simply by touching them for a 
  turn; if they’re unwilling, she must establish a grapple with them first. Each turn, the Arisen may 
  drain a point of Willpower from the target; if they are willing, she then gains a Willpower point 
  for every two full points drained in this way. She may donate her Willpower points in the same 
  way, granting the target one point for every two full points she loses. Draining a character’s last 
  Willpower point in this way, or attempting to drain a point when the target has none left, renders 
  
  them unconscious for the mummy’s Ba rating in hours. Any given character can only gain up to 
  10 points of Willpower through Soul Infusion per day. 
  Soulsight 
  Prerequisites: Ab 1 
  Effect: This Affinity grants the following benefits: 
  •  
  The Arisen adds her Ab rating to Empathy dice pools. 
  •  
  By spending a Willpower point, the Arisen can sense the Virtue and 
  Integrity rating of a character she can perceive. Should the target possess an equivalent trait to 
  Integrity, the Affinity informs the mummy of that trait’s rating instead. The Arisen can also 
  sense any mental or spiritual Conditions affecting the target. 
  Voice of Conscience 
  Prerequisites: Ab 1 
  Effect: The Arisen’s voice rings true with an appeal to the righteous heart of those who hear her, 
  compelling them to action. The mummy adds her Ab rating to Social dice pools and social 
  maneuvering rolls that appeals to or invokes a target’s Virtue. 
  Voice of Temptation 
  Prerequisites: Sheut 1 
  Effect: The Arisen’s voice resounds with the alluring call to indulge one’s worst excesses, 
  drawing forth the venom of sin to the surface of those who hear her. The mummy adds her Sheut 
  rating to Social dice pools and social maneuvering rolls that appeals to or invokes a target’s 
  Vice. 
  Wisdom of the Ancients 
  Prerequisites: Ba 1 
  Effect: The Arisen can reinforce Mental Attributes by spending Pillars, much as she can her 
  Physical Attributes; she is able to spend a Pillar point to boost a Mental Attribute by one dot 
  even when at Sekhem 1. 
  Guild Affinities 
  There are certain Affinities unique to the guilds and kept secret within their ancient tradition. 
  Arisen automatically choose one of these Affinities during character creation, with the only 
  prerequisite being their membership of the associated guild. Like other Affinities, these manifest 
  naturally and form part of the mummy’s passive abilities. 
  When creating your character, you may choose one of the Affinities from your guild’s list. The 
  others may only be bestowed through experience and rising through the ranks of your guild. 
  Maa-Kep Affinities 
  Affable Aid 
  
  Effect: The mummy’s bearing and noble mien are the unmistakable hallmarks of their guild. 
  They carry themselves with the guile and craft of the subtle manipulator; their words find their 
  way easily into the hearts and minds of their friends, foes, and marks alike, leaving an ineffable 
  impression that rarely fades. 
  •  
  The mummy may roll 2 additional dice in any roll involving the Persuasion Skill. If a 
  Willpower point is spent, this increases to 4 additional dice. 
  •  
  After succeeding on a Persuasion roll against a target, all subsequent Persuasion rolls 
  made against the same target automatically succeed for the remainder of the scene. 
  •  
  The benefits of this Affinity are nullified if the Arisen attacks or openly betrays the target. 
  Amulet of the Envoy 
  Effect: The mummy is considered a speaker for the guild and has gained the ability to craft 
  amulets of station that confer magical advantages upon them when dealing with other Arisen. 
  The mummy can spend one hour crafting a small amulet out of precious metals and gemstones, 
  requiring a successful Intelligence + Craft roll. The amulet acts as a conduit for the Affinity’s 
  power and can be worn only by the Arisen, one of her Inheritors, or her Sadikh. Once an amulet 
  has been created, another cannot be created unless it is destroyed or disassembled. The amulet 
  has Durability 3, Size 1, Structure 4. 
  •  
  The wearer adds 2 dice to Subterfuge rolls against Arisen of guilds outside of Maa-Kep. 
  •  
  The amulet radiates an inner warmth when within 50 yards of members of other guilds, 
  even if they are disguised using magic or glamours. It does not, however, pinpoint their location. 
  •  
  The wearer may spend a Willpower point to silence one Arisen of another guild per 
  scene, preventing them from speaking. The target may negate the effect by spending a Willpower 
  point of their own, which also prevents further imposition of silence upon them during that 
  scene. The silence persists even if the amulet is destroyed during the scene. 
  Nexus of the Soul 
  Effect: The mummy acts as the hub and nexus of his cult and this Affinity always allows her 
  Inheritors to act as his eyes and ears. As an instant action, the mummy may concentrate on one of 
  her Inheritors and attempt to assume the full use of their senses, riding their body as a passenger. 
  If the Inheritor is unwilling, make a contested roll with the Arisen’s Manipulation + Intimidation 
  against the target’s Resolve + Intimidation. 
  Roll Results 
  Success: The Arisen is able to use this power as though the Inheritor were willing. 
  While riding an Inheritor, the Arisen is vulnerable and does not benefit from their Defense 
  rating. They also suffer a –3 dice penalty to perceive danger in their own body’s location. 
  By spending a Willpower point, the mummy can use her link to her Inheritors to communicate 
  with them telepathically for the remainder of the scene. 
  Exceptional Success: The Inheritor may not resist use of this power for the rest of the chapter. 
  
  Failure: The Inheritor resists the Arisen’s attempt to gain access to their senses. 
  Dramatic Failure: The Arisen may not attempt to target the Inheritor with this power for the 
  rest of the chapter. 
  Mesen-Nebu Affinities 
  Divine Flesh 
  Effect: This Affinity has allowed the mummy to transmute her very flesh to an embodiment of 
  the perfection her guild desires to seek out, granting the following benefits. 
  •  
  The mummy is always considered to have an armor rating of 1. There is no visible sign of 
  this armor and it stacks with any further armor worn. 
  •  
  By spending a Willpower point the mummy’s armor increases to 2 for a number of turns 
  equal to the rating of her defining pillar. Doing so causes her skin to take on a metallic 
  appearance of the color of the Arisen’s choosing. Furthermore, while protected by this armor, the 
  Arisen takes no damage from electricity or electricity-type attacks from powers and half damage 
  from fire. Calling on this effect invokes Terror Sybaris (p. XX).  
  Hone the Soul 
  Effect: The mummy has mastered the art of performing internal transformations in herself and 
  her cultists in order to temporarily increase their prowess in required fields. Once activated, this 
  Affinity allows the mummy to choose two dots from Skills she, or a member of her cult 
  possesses and replaces them in one or two alternative Skills. A Skill cannot be improved to 
  exceed 5 dots. The effect lasts until the end of the current scene then reverts to normal. 
  By spending a Willpower point, the mummy can make the effects of this alchemy last for a 
  number of days equal to the rating of her defining Pillar. 
  This Affinity cannot be used to shift dots from cultists to the mummy herself. 
  Almsman’s Tithe 
  Effect: The mummy reaps the benefits of perfecting her cult and investing the strength of her 
  Pillars in them. Whenever an Inheritor of this Mummy gains Willpower through their Virtue, the 
  mummy also gains a Willpower point, up to their maximum. 
  The Arisen may also choose to spend a Willpower point and bestow it upon her Inheritors, 
  allowing them the power to activate an Utterance she possesses free of charge. 
  Sesha-Hebsu Affinities 
  Eyes of Justice 
  Effect: The wielder of this Affinity has a sight that cuts through deceit. 
  •  
  The Arisen rolls an additional 2 dice to see through disguise or stealth. 
  •  
  She can sense the relative might and peril of a relic on sight. If it is a text, she can gain 
  knowledge of its story, power and curse with a successful Intelligence + Occult roll. 
  
  •  
  The Arisen can spend a Willpower point to perceive the auras of those around her. In this 
  way, she can detect Lifeless, anyone who has killed a mortal or who has sent a Deathless into a 
  death cycle. The Scribes know, however, that even though they can perceive the guilt of others, 
  proving it is another matter. 
  Master of the Written Word 
  Effect: The Arisen with this Affinity can augment their writings with the magic of Irem and 
  enchant it in any of the ways listed below. She may apply any or all of these effects but must 
  spend the cost described if doing so. 
  •  
  She may cause the text to fade and become invisible in one minute. She 
  must choose an action or ritual that the reader must perform within a yard of the text to allow 
  them to perceive the words: normally a gesture or password. 
  •  
  By spending a Willpower point she can instill any statement she believes 
  to be true with urgency and sincerity. Any mortal who reads the words must succeed on a 
  Willpower roll or else be forced to follow the warnings contained therein (for example, “Danger 
  ahead, do not pass”). Other Arisen can sense the sincerity of the warning but are not compelled 
  to obey it. 
  •  
  Her writings are always understood, regardless if the reader can 
  understand its language or not. 
  •  
  By spending a Willpower point, she can immediately experience a vision 
  guiding her to the last person who read the text, as though they were a relic. 
  Loremaster’s Guile 
  Effect: With the mastery of this Affinity, the Arisen can sense the truth in any writing, film or 
  other media she examines. She may also detect if the text, film or recording she is examining is 
  real or a forgery, and if it contains any codes. 
  By spending a Willpower point, the Arisen may also determine if the author of the media was 
  sincere when creating it. If she was deceived or simply wrong in her assertion, the intent behind 
  the words remains authentic. The expenditure of a Willpower point also cracks any enigmas 
  embedded in the media. 
  Su-Menent Affinities 
  Fated Soul 
  Effect: The Arisen feels an overwhelming duty of care to the souls of those she encounters. As 
  such, she will stand strong in their defense. She gains the following benefits: 
  •  
  The Arisen adds 2 dice to any roll to heal or diagnose wounds. 
  •  
  Any attempt to impose a fear-based Condition upon the Arisen 
  automatically fails. If the power calls for the Arisen’s player to roll to resist it, the Arisen 
  automatically gains an exceptional success. 
  •  
  The Arisen adds 1 die to any roll to resist magics and powers cast upon 
  her by others. By spending a Willpower point, she may choose to add dice equal to her defining 
  
  Pillar rating to resist. When doing so, she may continue to roll with those additional dice for the 
  remainder of the scene without additional cost. 
  Flesh-Culled Secrets 
  Effect: The Shepherds, more than any other guild, revere the ghosts of the departed. In utilizing 
  this Affinity, the Arisen may exert some influence over the dead. Possession of this Affinity 
  makes any roll made by the Arisen to discover human or animal remains an exceptional success 
  with 2 successes. 
  The Arisen can command the skull of any dead creature she can see to speak and divulge how it 
  died and who killed it, if it was murdered. She may then spend 1 Willpower point and roll Wits + 
  Occult, adding 3 dice to the roll if the skull belonged to one of her cultists.  
  Roll Results 
  Success: The Arisen may ask one “yes or no” question for each success rolled and receive a 
  truthful answer, to the best of that character’s knowledge.  
  Exceptional Success: The mummy may witness the last minute of the deceased creature’s life. 
  Failure: No effect. 
  Dramatic Failure: The spirit provides false images and information to the Arisen. 
  Blazing Zeal 
  Effect: The unshakeable faith of this Arisen is a shining light to her followers and a terrifying 
  sight to her foes. 
  •  
  The Arisen’s cultists gain 1 additional die to resist powers aimed at 
  frightening or controlling them while within 100 yards of the Arisen. 
  •  
  By intoning an ancient curse in Iremic and spending a Willpower point, 
  the Arisen may cause all mortals to flee from her for as many turns as her defining Pillar rating. 
  During those turns, those affected will move away from the Arisen by the speediest means 
  available to them. 
  •  
  By spending a Willpower point, the Arisen may ignore all wound 
  penalties for a number of turns determined by her defining Pillar rating. 
  •  
  Any time an Inheritor or ghost cultist of this Arisen spends Willpower to 
  add to their dice pool to resist control or corruption and succeeds, that point is awarded to the 
  Arisen. 
  Tef-Aabhi Affinities 
  Model Lifeweb 
  Effect: The mummy becomes sensitive to the flow of Sekhem surrounding them, making her 
  highly proficient in manipulating its flow.  
  
  •  
  The Arisen may spend a Willpower point to enhance her sensitivity to the patterns of 
  Sekhem around them, allowing her to detect hidden alcoves, doors and traps in her immediate 
  environment. 
  •  
  The mummy adds 2 dice to rolls to create art or repair items or effigies. 
  Roll Results 
  Success: By touching a vessel or effigy and concentrating for one turn, the Arisen instinctively 
  determines its purpose. 
  Exceptional Success: An image of the vessel or effigy’s creator appears in the mummy’s mind. 
  Failure: No effect. 
  Dramatic Failure: No effect and the creator of the vessel or effigy is warned that their sacred 
  effect is being tampered with. 
  Guardian Statue 
  Effect: The mummy crafts small statuettes into the image of someone they have met and spoken 
  with for at least one hour. The process of creation requires a scene with proper materials, such as 
  clay. 
  The Arisen then spends 1 Willpower to enchant the item. All harm from the next successful 
  incoming attack on the person represented is diverted to the model and causes it to shatter, while 
  the blow merely glances off of the magically protected individual. 
  This does not protect the target from self-inflicted damage or damage from, for example, 
  stumbling and falling to the ground. 
  Note that the Arisen may not construct a statuette of themselves using this Affinity. 
  Nest of Dolls 
  Effect: The Arisen crafts a small wooden vessel into which it places painted clay dolls 
  representing each of her Inheritors and Sadikh. By taking one of the dolls in hand, the Arisen 
  may take the following actions. 
  •  
  She automatically knows the location of the individual the doll represents 
  as well as if they are alive or dead or if they are in pain or distress. 
  •  
  She may spend a Willpower point to speak through that individual. In 
  doing so, she may activate any Utterance through that vessel as though it was herself. 
  •  
  If all of the dolls are within the nest, each one can communicate 
  telepathically with each other and the Arisen through the Lifeweb. 
  Utterances 
  Utterances are sacraments hidden within the signs of the world, rituals folded into the earth and 
  sea and sky during the act of creation. Sekhem washes over them and through them, awaiting 
  only the expression of an immortal soul to unleash a miracle. And they can only be described as 
  miraculous; above all else, Utterances are rarely subtle, rarely mistaken for anything other than 
  
  an act of divinity. Access to these sacraments was encoded within the Rite of Return, and the 
  Arisen are forevermore able to unfold the world and stride as the gods did as in the beginning. 
  Yet they cannot do so with complete freedom. Indeed, Utterances are a glittering lure for the 
  Arisen. Only the cycles of Descent and repose provide the means to access the mightiest 
  expressions of their Utterance. When Memory rises and Sekhem drops, the Arisen lose the 
  ability to unleash the energies of creation with their Pillars. 
  Learning Utterances 
  Utterances are learned, not from sacred texts and fragments of elder magics, but from careful 
  study of humanity and heka flows (and, sometimes, from sacred texts and fragments of elder 
  magics from those who did the legwork thousands of years ago). The secret miracles hidden 
  inside the world during its earliest epoch can only be determined by rigorous study and magical 
  experimentation. 
  System: The mummy enters into an investigation (see p. XX), with a Scope defined by the 
  highest Pillar rating of the Utterance she’s trying to learn. Each roll has an interval of one 
  chapter, and may be rolled not only as a continuous investigation, but as a flash of insight 
  following a dramatic event that gives clarity to the mummy’s search. As the mummy’s successes 
  cross each Tier of Utterance’s requirements, they learn the Tier and may unleash it as they will. 
  Structure and Cost 
  Each Utterance comprises three tiers of power. Each tier may be used by any mummy with the 
  requisite Sekhem rating to unleash a tier.  
  Utterances have Pillar ratings described in their effects, which always use three different Pillars. 
  An Utterance may use Ab for the first tier, Sheut for the second, and Ba for the final tier, for 
  example. If a mummy doesn’t meet a tier’s Pillar minimum, she may still use the tier, but 
  without the additional Pillar effect described in the tier. Pillar requirements always follow two 
  patterns — 1, 2, 4, or 1, 3, 5, with the latter being slightly stronger, more efficacious, or more 
  spectacular Utterances. These also comprise the Utterance levels that a mummy may unleash as 
  determined by her Sekhem rating.  
  In most cases, unleashing an Utterance is an instant action. Some tiers may be unleashed 
  reflexively, while others may only be unleashed in specific conditions. Mummies must spend 
  one Pillar of any type to unleash an Utterance’s first tier. The second and third tiers require a 
  Pillar point of any type and one point of the specific Pillar cited in the Utterance.  
  Noticing Utterances 
  Aggressive Utterances generate Terror Sybaris; subtle or quiet Utterances create Unease. 
  Unleashing an Utterance imposes Sybaris during the entire turn. 
  Special Rules 
  Early Termination: Any single unleashing may be reflexively terminated by the expenditure of 
  one Willpower. If an Utterance states a secondary or alternate condition to terminate the 
  Utterance, give that condition priority over this rule. 
  
  Words Beyond Sound: Mummies can have their tongues ripped out, be exposed to the scouring 
  sands of Mars, or have their mouths filled with molten lead — their soul speaks the words of the 
  Utterance, and not with anything as profane as breath. Utterances may be unleashed regardless of 
  environmental conditions. 
  Unique Expression: While Utterances are miracles folded into the world, they are each unique, 
  and every Arisen’s expression of an Utterance is different. One Arisen’s Wrathful Desert Power 
  may generate luminous golden grains of sand from the Caribbean, while her fellow guildmate’s 
  is the jet-black volcanic sand of Hawaii.  
  Utterance Keywords 
  Cosmic: These Utterances go beyond even the mundane miracles of high tiers, unleashing 
  effects with the potential to change the chronicle.  
  Curse: If a mummy is forced into death cycle as a result of another’s action, whether direct or 
  indirect, he may curse his killer. This unleashing costs no Pillars, but otherwise follows normal 
  rules for unleashing, save that the mummy may select multiple targets if they share in the deed of 
  slaying the Arisen. The other exception is broad effects targeting an entire area; only one 
  Utterance may be unleashed by a death cycle. 
  Epic: Unleashing these Utterances emanates Sekhem across a vast area (Sekhem rating in miles), 
  revealing the implications of the magic to anyone who makes a successful Wits + Occult + 
  Sekhem roll. Success means identifying the target and effect of the Utterance. 
  Potency: These Utterances are particularly efficacious and difficult to resist. Subtract Potency 
  from any benefits conferred by Supernatural Resistance. For example, a tier with Potency 1 used 
  against a vampire with Blood Potency 3 would only let the vampire add two dice to resist the 
  unleashing. Mummies are unaffected by Potency, a consequence of sharing similar magics. 
  Subtle: The Utterance only imposes Sybaris on other supernatural beings (i.e. those with a 
  Supernatural Resistance trait or who would provoke a Clash of Wills). 
  The Tone is Pharaoh 
  Rivers of blood. Swarms of vermin. Thunderstorms of hail and fire. Look to the 
  Ten Plagues of Egypt and see the might of Sekhem unleashed. 
  If Affinities are subtle emanations of the immortal fivefold soul, Utterances are the 
  unsubtle hammer of the gods. They are miracles, without question – manifest signs 
  unable to be explained by science or nature, transgressions against natural law to 
  express the mummy’s dominance and the futility of resistance. They are not meant 
  to be explained, and are not explainable — the deep and abiding waves of Sybaris 
  wracking an urban populace stymie any attempts to hunt the mummy down or find 
  an appropriate natural rationalization. Life returns to normal afterwards, though 
  heavier with langour. The memory of revelation is often traumatic, so the thoughts 
  and deeds of mortals strive to avoid remembrance of how a strange and foreign 
  religion invaded their day-to-day. 
  Dreams of Dead Gods 
  
  Tier 1: Ba • (Curse, Potency 1); Tier 2: Ka •• (Curse, Potency 1); Tier 3: Ab •••• (Curse, 
  Potency 1) 
  Tier 1 
  The timeless power of the Judges of Death slumbers within the Arisen, awaiting only the taste of 
  sweet Sekhem to awaken. With this Utterance, the mummy may awaken that same divinity in 
  others. The mummy does not choose who is affected by this power; they need only define a 
  specific task they need completed and unleash the Utterance, with Fate choosing who is afflicted. 
  If the task as defined is impossible to complete, the mummy is refunded the cost. 
  Afflicted dreamers suffer the Dead Dreamer Condition. Each time they slumber, they are 
  plagued by nightmares of both Duat and the horrifying futures that await them: scorpions 
  scrabbling at their souls, loved ones embracing others and forgetting them, crying out in agony 
  as their futures are torn asunder in smoke and shadow. These visions haunt them even during the 
  waking hours, pushing them to fulfill the task set before them or perish in torment. The duration 
  lasts until every dreamer resolves the Condition. If unleashed during a death cycle or in henet, 
  the mummy pays the cost immediately upon arising. 
  Ba: With a Ba Pillar rating at or higher than 1, those afflicted with the Dead Dreamer Condition 
  by the mummy get (Ba) rote qualities or rerolls per chapter. 
  Dreams of Duat 
  All mummies carry this Utterance with them; combined with Sanctity of Merits and 
  the special rules for reserving a single dot of Cult, this means that the Utterance is 
  ideal for reconstituting a mummy’s Cult after it has been completely destroyed. If 
  the characters are cultists, an interesting start to a chronicle may bring together a 
  disparate and disjointed group of individuals all plagued by the same divine burden 
  to murder a willing supplicant and resurrect the mummy. 
  Tier 2 
  Terror pervades the dreams of death, but romance does as well. The mummy chooses any 
  character, mundane or supernatural, they have interacted with in the past week or so, and 
  unleashes this Utterance to fill the target’s slumber with images of the mummy cloaked in dread 
  or splendor.  
  Dice Roll: Manipulation + Occult + Ka vs. Resolve + Sekhem 
  Action: Instant 
  Duration: Sybaris 
  Roll Results 
  Dramatic Failure: The mummy becomes obsessed with the target, inflicting the Obsession 
  Condition upon the mummy. 
  Failure: The dreams of the target remain undisturbed. The mummy may unleash this tier to 
  target them again. 
  
  Success: The mummy may inflict the Charmed or Frightened Condition upon the target, 
  triggered when they next behold the mummy’s visage, be it a static or electronic image or in the 
  divine flesh. If using social maneuvering, this removes one Door. 
  Exceptional Success: The mummy’s power leaves a lasting impression on the target, leaving 
  them susceptible to compulsions. If using social maneuvering, this removes two Doors. 
  Ka: With a Ka Pillar rating of 2 or higher, as soon as the target resolves the Charmed or 
  Frightened Conditions, they receive the Swooned or Shaken Conditions respectively. 
  Tier 3 
  Speaking words of love, of hate, and of majesty, the mummy unleashing this Tier may 
  completely command the emotions of any who behold her, bending them in service to herself or 
  another. All within the sight of her eyes and the sound of her voice are affected; even if they 
  cannot perceive her due to soundproof walls or eyes averted, their souls resonate with her 
  majesty. Choosing a target within range (which may be the mummy herself), she may anoint 
  them thusly. 
  Dice Roll: Ab + Manipulation + Occult; targets with a Resolve less than the mummy’s Ab rating 
  are automatically affected. 
  Action: Instant  
  Duration: Sybaris 
  Roll Results 
  Dramatic Failure: The mummy’s power makes her a pariah. She is afflicted by the Notoriety 
  Condition. 
  Failure: The anointing has no effect. 
  Success: The mummy may pronounce doom upon their anointed one, make them beloved by all, 
  or grant them the authoritative command of royalty. The player may choose between one of three 
  effects to anoint a target with: 
  Ruin: Anyone who beholds the target gains the Broken Condition. 
  Love: Anyone who beholds the target gains Swooned Condition. 
  Grandeur: Anyone who beholds the target gains the Awestruck Condition. 
  Exceptional Success: No additional effects.  
  Ab: With an Ab Pillar rating of 4 or higher, the anointed effect lasts until the end of the 
  mummy’s Descent. 
  Awaken the Dead 
  Tier 1: Ba • (Subtle); Tier 2: Sheut ••• (Curse); Tier 3: Ren ••••• (Cosmic) 
  Tier 1 
  Although they are known as Deathless, the hands of a Mummy can reach the dead as well as the 
  living. By infusing a vessel with a flicker of Irem’s undying light, the master of this tier can 
  
  bring animation to a corpse’s decayed mind and the fragmented memories held within it. She 
  must touch the target and infuse it with her Sekhem to bring it to life, then roll Manipulation + 
  Occult. 
  Roll Results 
  Success: The Arisen gains access to one memory of the deceased creature, choosing the subject 
  of it as they wish. 
  Exceptional Success: The Arisen gains access to as much or as little of the creature’s memory as 
  they will. 
  Failure: The dead creature remains inanimate and no memories are gained. 
  Dramatic Failure: The memories gained are fractured, painful and disorienting, triggering an 
  immediate Descent roll. 
  Ba: The Arisen may reroll the Manipulation + Occult roll once for each point in the Pillar of Ba. 
  Tier 2 
  The Arisen who unleashes this tier knows that calling to a departed spirit is no more than a petty 
  parlor trick. She suffuses the vessel with something darker and alien to its original function. 
  Reaching into the depths of their own shadow, the Deathless invests the corpse with a shard of its 
  own energy, causing it to rise and serve its master’s every whim, as a hand follows the 
  instruction of the brain. Without this instruction, the Lifeless creature exists only to destroy life. 
  It will attack any living thing it encounters unless ordered otherwise. While limited in scope, 
  these animated thralls serve as useful labor for tasks not suited to more fragile and valued cult 
  members or as relentless killers, set to hunt down the enemies of Irem. 
  Sheut: An Arisen with a Sheut Pillar rating of 3 or higher may maintain a number of thralls up to 
  their rating in this Pillar. They can also choose to spend a Willpower point to renew the Health of 
  a single thrall to full as they reinvigorate the crumbling vessel with their undying will. As a death 
  curse, all bodies up to a number of yards away equal to the mummy’s Sheut rating rise up as 
  undirected thralls.  
  Lifeless Thrall 
  Corpses animated by the second tier of Awaken the Dead can vary from human to 
  animal. However, a human corpse has the following statistics and powers: 
  Attributes: Strength 7, Dexterity 2, Stamina 5; Presence 1, Manipulation 1, 
  Composure 2; Intelligence 1, Wits 1, Resolve 2 
  Skills: Athletics 2, Brawl 3 
  Willpower: 1 
  Initiative: 4 
  Defense: 1 
  Speed: 11 
  Size: Defined by corpse 
  Health: 10, regardless of corpse, these thralls are difficult to destroy 
  
  Crumbling: Thralls cannot heal damage and slowly turn to dust from the strain of 
  their own animation. They suffer 1 point of bashing damage every 24 hours after 
  they are raised. When destroyed, either by this effect or combat damage, the thrall 
  collapses to dust. 
  Taste the Living: Thralls desire nothing more than to consume any living creature 
  they encounter. Their bite inflicts +1 lethal damage. Note that while the thrall is 
  permanently in the grip of this hunger, any gore drenched meat they eat simply 
  sloughs through their rotten and non-functional stomach, falling to the ground as 
  pulp, leaving behind a trail of bloody viscera in the thrall’s wake. 
  As One: The thrall does not understand any words spoken to it and cannot be 
  reasoned with, however, it understands any command given to it by its creator in 
  any language. If commanded to speak, it will speak only the words it is instructed 
  to speak in a rasping, grating whisper. Thralls are also immune to any form of mind 
  control or influence save their master’s command. 
  Living Vibration: Thralls exhibit the ability to sense when living creatures are 
  present. They roll six dice to notice any living being attempting to avoid their notice 
  using stealth or cover. 
  Lifeless Vigor: Animated by a single purpose, the thrall wields the full, unfettered 
  strength of the undead. They do not sleep or become fatigued and only suffer 
  bashing damage from bullets and blades. They cannot be poisoned and do not need 
  to breathe, eat, or drink. Furthermore, they continue to act as though at full Health 
  until they reach 5 Health. At that point, each point of Health lost indicates a limb 
  lost until they crumble into dust. 
  Tier 3 
  The purest expression of the godlike power of the Arisen is to call another soul to rise from their 
  grave, defying nature and the progress of linear time to perform the act of true resurrection. 
  Unleashing this tier requires the Arisen to touch the remains or ghost of a dead human. The 
  mummy must know the name of the person and call their name aloud. Corpses summon their 
  departed essence from the cold grasp of death, ghosts are given form and regain the form the 
  possessed before death. Any wounds or injuries they suffered in their death are removed and they 
  appear to all examinations to be truly alive once again. 
  This magic has no effect on the bodies of undead or supernatural creatures such as vampires or 
  the thralls of other Arisen. It also cannot affect another mummy. 
  Those recalled to life in this way regain all lost memories from their entire life as well as the 
  physical traits they possessed at the time of death. The mummy can choose for their body to be 
  wrapped in traditional funeral linens or simply the clothes they were wearing at the time of their 
  passing. 
  While miraculous, like the Arisen herself, the raised individual can only deny the grasping hand 
  of death for so long. Once the mummy’s Memory + Sekhem hours have passed, the remains 
  return to their dead form, either crumbling to dust or collapsing to a freshly dead cadaver, 
  
  whichever was the case at the point the Utterance was unleashed. Once this has occurred, the 
  individual cannot be recalled to life in this way a second time. 
  Ren: The Arisen with a Ren Pillar rating of 5 is the true master of this tier, those raised by her 
  can remain at liberty for Memory + Sekhem days, instead of hours. 
  Blessed is the God-King 
  Tier 1: Ren • (Subtle); Tier 2: Ab ••• (Subtle); Tier 3: Defining ••••• (Epic) 
  Tier 1 
  To the Arisen, Fate is both master and slave. Surrendering to and demanding from the twisted 
  paths of Fate, the mummy draws a potent blessing upon himself. Invoking the Utterance grants 
  the Arisen the rote quality on a single dice pool based on Attributes or Skills of the player’s 
  choosing; however, the player may choose to apply the rote quality after she rolls the dice and 
  sees the result of that initial roll. This tier of the Utterance cannot be unleashed more than once 
  per scene, but once unleashed the blessing remains until it is used or the end of the story, 
  whichever comes first. 
  Ren: With a Ren Pillar rating at 1 or higher, the Arisen can unleash this Utterance up to twice 
  per scene. 
  Tier 2 
  As the vessel of Fate, the Arisen is a conduit for its blessings and can bestow them upon the 
  righteous and the worthy. The mummy may unleash this tier to impart good fortune upon a 
  mortal character who can perceive her; whenever that character would spend Willpower to 
  enhance a dice pool, they also benefit from the rote quality on that roll. This blessing remains 
  until the end of the day or the story, whichever comes first. 
  Ab: With an Ab Pillar rating of 3 or higher, the Arisen may choose to bestow the blessing on 
  every mortal character who can perceive her, although if she does so, each blessed character only 
  benefits from the effects on the first dice pool they spend Willpower to enhance. 
  Tier 3 
  By unleashing this Utterance, the Arisen draws on the power of her Judge to unleash true divine 
  power through her form, becoming an avatar of Judge and gods for the remainder of the scene. 
  This transformation empowers the Arisen with the following benefits: 
  •  
  The Arisen physically transforms, increasing her Size by 2. Either her head transforms 
  into the animal associated with her decree, or her body metamorphoses into a representation of 
  her Judge. 
  •  
  All of her Attributes increase by 1 for the duration of the Utterance, which may raise 
  them above 5. 
  •  
  She is treated as having Sekhem 10 for the purposes of reinforcing Attributes with Pillars 
  and inflicting Sybaris on witnesses of her divine form. 
  •  
  She may manifest a divine weapon such as a khopesh or flail as a reflexive action; the 
  weapon has no Initiative penalty and a damage rating of 3L. 
  
  •  
  Any character wishing to take a hostile act against the Arisen must first spend a 
  Willpower point to be able to do so; after paying this price once, they are freely able to act 
  against the mummy for the remainder of the scene. 
  •  
  The Arisen may choose to immediately end the Utterance upon suffering damage from 
  any source, reducing the amount of damage suffered to one point. This does not alter the severity 
  of that point of damage; lethal damage remains lethal, etc. 
  Defining Pillar: The Arisen gains an additional benefit from this tier if her defining Pillar rating 
  is five. 
  •  
  If the Arisen’s defining Pillar is Ab, she treats her impression for social maneuvers as 
  Perfect. 
  •  
  If the Arisen’s defining Pillar is Ba, she treats her Initiative score as one higher than the 
  highest Initiative rolled for any character in the scene, and may apply her Defense against attacks 
  that would usually deny it. 
  •  
  If the Arisen’s defining Pillar is Ka, she regenerates a single point of lethal or bashing 
  damage from her health track each round. 
  •  
  If the Arisen’s defining Pillar is Ren, she reduces the cost of a single Utterance each 
  round by one Pillar point. 
  •  
  If the Arisen’s defining Pillar is Sheut, any character injured by her divine weapon also 
  suffers the grave Sick Tilt. 
  Dust Beneath Feet 
  Tier 1: Ba •; Tier 2: Ka ••• (Curse); Tier 3: Sheut ••••• (Curse, Epic) 
  Tier 1 
  Wrought from dust, given breath by the Rite of Return, the Arisen bears the weight of the ages 
  and shares it with the earth and the stone. By unleashing this Utterance, the Arisen attunes 
  herself to the dust and the soil, gaining the following benefits for its duration: 
  •  
  She suffers no damage from falling, her flesh becoming as dust upon the moment of 
  impact and immediately reassembling itself. 
  •  
  She suffers no damage and no penalties from earthquakes, landslides, and other earth-
  based natural disasters, including any environmental Tilts they impose. 
  •  
  She can move through objects made of earthen materials, moving at up to her Speed 
  through soil, dust, stone, concrete, etc. The material closes in her wake, leaving no trace of her 
  passage. Carried and worn possessions come with her, but she cannot bring passengers. 
  •  
  With a word, she can form loose earthen material present in the scene to form itself into 
  ancient Iremite garb of majestic appearance. 
  The effects of unleashing this tier last for an hour, or indefinitely as long as the mummy remains 
  in her tomb. 
  
  Ba: With a Ba Pillar rating of 1 or more, the Arisen can grant the benefits of this tier to any 
  willing beneficiary rather than herself. 
  Tier 2 
  The Arisen calls to the earth and stone around her, binding it to herself through her burgeoning 
  Sekhem. Thus animated, the unleashed Utterance tears the needed materials from the Arisen’s 
  surroundings, dragging soil and stone, concrete and marble, metal and sand together to assemble 
  an iconic form around the mummy’s body. It girds her with earth until she is a statue, huge in 
  form and strength. 
  The encasing form of stone grants the mummy several benefits: 
  •  
  Her Size increases by 1, and her weight increases greatly to match the burden of so much 
  stone. 
  •  
  She gains 4 points of armor. 
  •  
  Her Strength increases by 1 for the purposes of breaking, lifting, or otherwise 
  manipulating earthen materials, and she gains the 8-again quality on such dice pools. 
  The mummy can maintain the stone exoskeleton for an hour, or indefinitely as long as she 
  remains in her tomb. She may use the first tier of this Utterance to swim out of the statue, leaving 
  it behind and intact. If she unleashes this tier as a death curse, it immediately encases her body 
  within a sarcophagus statue, protecting the Arisen’s remains from desecration, theft, or fire. 
  Ka: With a Ka Pillar rating of 3 or higher, the Arisen adds her Ka to her Size and to her Strength 
  for the purposes of dealing with earthen materials, rather than just increasing them by one. 
  Tier 3 
  The Arisen commands the world to return to dust, and it obeys in the form of an earthquake, 
  grinding itself down in servitude to the Utterance. Usually, unleashing this tier requires the 
  Arisen undergo a lengthy and grueling ritual; if unleashed as a death curse, it is an Instant action 
  and only requires a single success. 
  Dice Roll: Strength + Occult + Sheut 
  Action: Extended (10 successes; 1 day per roll) 
  Duration: Scene 
  Roll Results 
  Dramatic Failure: The Arisen’s own soul shakes, forcing an immediate Descent roll and 
  inflicting one point of aggravated damage on the mummy. 
  Failure: No successes are gained towards unleashing the Utterance. 
  Success: Successes are gained towards unleashing the Utterance. If this brings the total to 10 
  successes, it triggers an earthquake. The mummy may cause the earthquake to take place 
  immediately, or may add a delay of one day so that she might leave the area or undertake other 
  actions before it hits. 
  
  The earthquake, when it comes, lasts for a scene, inflicting the Earthquake environmental Tilt on 
  all scenes within the affected area. It centers on its creator, affecting an area of roughly 10 miles 
  radius with a magnitude 6.0 quake. Buildings near the epicenter may fall; modern designs 
  beyond the immediate environs of the quake are likely to stay up but will be damaged, but pipes, 
  roads, and other infrastructure will also suffer, and the human toll is likely to be high. Beyond 
  the immediate 10-mile radius, the shock-waves of the earthquake will spread naturally, causing 
  damage up to 50 miles distant. 
  Sheut: With a Sheut Pillar rating of 5, the earthquake shakes even the gates of Duat. Ghosts 
  across the 10-mile radius area are woken and driven to sudden activity, gaining the entire 
  affected region as a new Anchor for five days following the quake. During this time, they also 
  gain an additional Ban, mandating that they follow commands given by the Arisen who caused 
  the earthquake. 
  Gift of the Golden Ankh 
  Tier 1: Ka • (Subtle); Tier 2: Ba •••; Tier 3: Ab ••••• 
  Tier 1 
  The Golden Ankh is a legend even among the Deathless. Many have spoken of visions of the 
  ancient symbol as they woke from their ageless slumber of death. Its brilliant light burned 
  against the emptiness of the void and filled them with life and vitality. Unleashing this dream 
  into reality, an Arisen can bathe a mortal she can see in the light of the Ankh, reinforcing their 
  Strength or Stamina as though she were a Sekhem 1 mummy reinforcing herself. This effect lasts 
  for 1 scene. 
  Ka: With a Ka Pillar rating of 1 or more, the Arisen can grant the benefits of this tier to herself 
  as well as the beneficiary with no additional Pillars spent. 
  Tier 2 
  The Arisen channels the power of the Ankh to invigorate her closest servants or bodyguards. By 
  casting a dome of golden light around herself, everyone of the mummy’s choosing, including 
  herself, within Memory + Sekhem yards is immune to negative Conditions and ignore wound 
  penalties while they remain within the area or until the mummy ends the effect. The effect lasts 
  for 1 hour or can be ended prematurely by the mummy unleashing it. The light remains centered 
  on the mummy for the duration. 
  Ba: With a Ba Pillar rating of 3 or higher, the Arisen may use the glaring brilliance of the 
  Ankh’s light to impose the Blinded Tilt (p. XX) to both eyes on any unwelcome intruders in her 
  aura of blissful radiance. 
  Tier 3 
  The Arisen unleashes the vision of the Ankh itself into the waking world, a perfect symbol of the 
  eternal, awesome might of Irem and the infinite power that holds the mummy’s everlasting form 
  through her unceasing journey through the ages. Mortals who behold it must gain exceptional 
  success on a Willpower roll or spend 1 Willpower point per turn as long as the Ankh remains 
  within their sight to avoid immediately prostrating themselves before it and succumbing to 
  
  Sybaris. The Arisen may direct its Pillars through the Ankh to heal any target she can see, 
  including herself. This effect heals 3 points of damage for each Pillar spent. 
  Ab: With an Ab Pillar rating of 5, the Arisen may also heal and restore to life a person who has 
  died within the mummy’s Memory + Sekhem hours of the unleashing. Mortals recalled to life in 
  this fashion still undergo the effects of Sybaris and may require additional healing or medical 
  care if the healing does not restore all damage taken. 
  Invoking Tempest’s Fury 
  Tier 1: Ab •; Tier 2: Ka ••• (Epic); Tier 3: Sheut ••••• (Curse, Epic) 
  Tier 1 
  The Arisen stirs up howling winds, unleashing them upon the world around her. The Arisen must 
  be outdoors to unleash this Utterance, which instills the Heavy Winds Tilt of a grade equal to the 
  lower of her Ab or Sekhem for the remainder of the scene. The winds affect roughly a one mile 
  radius around the mummy. The Arisen herself is immune to its effects. 
  Ab: With an Ab Pillar rating of 1 or higher, the Arisen fills the winds with rage toward her 
  enemies. Foes suffer an additional penalty equal to the Arisen’s Ab to avoid damage from the 
  winds, and suffer the Knocked Down Tilt if the roll fails. 
  Tier 2 
  With an ominous rumble, the Arisen conjures a furious thunderstorm. The storm imposes the 
  Heavy Rain Tilt. Lightning strikes frequently and randomly, dealing Ka + Sekhem bashing 
  damage to any struck. Each character reflexively rolls a chance die each turn, suffering a strike 
  on a dramatic failure. By sacrificing her Defense and movement for a turn, the mummy may 
  prevent or direct a strike against a specific target as an instant action, negating the target’s 
  chance die. The Arisen must be outdoors to call the storm, which extends for a mile around the 
  mummy and lasts for the remainder of the scene. The mummy is unaffected by her storm. 
  Ka: With a Ka Pillar rating of 3 or higher, the Arisen increases the number of different targets 
  protected or struck to her Ka rating. 
  Tier 3 
  As the mummy throws her arms up and screams to the heavens, the sky takes on an unnatural 
  hue, clouds rapidly gathering and swirling overhead. The ensuing storm lashes its victims with 
  bizarre nightmarish phenomena, from rains of blood and toads to winds echoing with the howls 
  of the damned. For those unfortunate souls caught out in the tempest, there is little doubt the 
  world is ending. 
  The mummy must be outdoors to unleash this Utterance, which takes three turns to complete. 
  During this time, the Deathless sacrifices her Defense and may take no other action. The 
  unnatural storm extends for miles equal to the Arisen’s Sekhem, and persists until the sun next 
  rises or sets. The mummy is immune to her storm. 
  •  
  Any negative effects imposed by existing weather conditions, such as damage or 
  penalties, increase by 1. 
  
  •  
  Ordinary mortals enduring the storm roll their Resolve, penalized by the mummy’s Sheut. 
  Failure on this roll inflicts the Madness Condition, which fades after days equal to the Arisen’s 
  Sekhem following the storm. On a dramatic failure, they also suffer the Insensate Tilt. Mortals 
  who succeed at this roll and supernatural entities receive the Shaken Condition. 
  •  
  When unleashing previous tiers of this Utterance in conjunction with this one, their 
  duration and area of effect extend to match. 
  •  
  After the storm’s fury abates, all physical evidence of the bizarre phenomena fade, 
  leaving only the scarred memories of its witnesses to mark its passing. 
  •  
  If unleashed as a death curse, the storm gathers instantly, and the mummy’s killers suffer 
  the Ominous Condition. 
  Sheut: With a Sheut Pillar rating of 5, ephemeral entities benefit from the Open Condition where 
  the tempest rages. By spending a Pillar point before the storm ends, the Arisen may extend its 
  duration further as though unleashing it again. 
  Palace Knows Its Pharaoh 
  Tier 1: Ka • (Subtle); Tier 2: Ren •• (Curse); Tier 3: Ba •••• (Epic) 
  Tier 1 
  The Arisen places her hand on a surface and concentrates on an artificial structure she currently 
  occupies, attuning her consciousness to the life of the human hands that made it and the flow of 
  heka within. She discerns life and death more easily in these spaces. A structure is defined as a 
  single building or level of any size, regardless of how it is partitioned (i.e., both halves of a 
  duplex, all dorms in a university residence hall, a skyscraper floor, etc.). The Storyteller remains 
  the final arbiter of boundary limits, but generally the first tier works on objects of Size 40 or less. 
  Ka: With a Ka Pillar rating of 1 or higher, the mummy’s senses pervade the structure, discerning 
  all entities within whether alive, Deathless, or Lifeless. Within the mummy’s tomb, the Pillar 
  cost of this tier is waved, and counts three successes as an exceptional success. 
  Dice Roll: Ka + Wits + Craft, with a bonus or penalty according to the manifestation modifier. If 
  the Storyteller isn’t using manifestation modifier rules, apply a bonus or penalty according to 
  how attuned to death a location is — a laboratory would be -3, a parking lot -1, a hospital +2, 
  and a graveyard +3. 
  Action: Instant  
  Roll Results 
  Dramatic Failure: The projection of consciousness fails, and the structure rebounds with a 
  wordless cry, alerting all within to the presence of the mummy. 
  Failure: The mummy fails to attune herself to the heka flows. 
  Success: The mummy instantly discerns the makeup and layout of the structure she’s in, and 
  may project her senses along the flows of heka, starting at her location and moving through the 
  structure at a Speed factor of 20. Her projection is attuned to Twilight, and may discern any 
  Lifeless, Deathless, spirits, or ghosts within the structure, distinguishing them from the living 
  
  (though not from each other; the mummy may only tell whether they are alive or not, or whether 
  or not they’re in Twilight). She may observe all within or listen in to their conversations with 
  perfect clarity, though rooms warded against ghosts show as curious spots of void in her mental 
  map. 
  Exceptional Success: The player may ask questions and follow-up questions of the individuals 
  within her structure, with a single question per success. The answer comes to the mummy in a 
  flash of insight that carries the certitude of Fate with it. 
  Sample Questions 
  •  
  Who is the most dangerous opponent here, and why? 
  •  
  What do the individuals here want? 
  •  
  What type of Lifeless/Deathless are the individuals here? 
  Tier 2 
  The mummy may exert her will throughout any structure to which she’s attuned, causing all 
  manner of disturbances. Treating her Sekhem rating as a Strength rating, the mummy may 
  choose to telekinetically influence any part of the structure or elements directly connected to it as 
  an instant action. This structural telekinesis can control the flow of utilities (including interfering 
  with wifi or digital signals), cut electrical power, adjust the pressure of running water, deactivate 
  security systems, activate fire alarms and sprinklers, activate or deactivate traps, or perform any 
  similar type of action. She may also open or close doors, assault foes with furniture too heavy to 
  lift, or slide a chair out to impress a guest. Locks may be locked with effortless ease, but 
  unlocking them requires a usual lockpicking action substituting the mummy’s Wits for Dexterity. 
  As a death curse, the mummy may choose to attack the structure itself, rolling her Sekhem as 
  Strength and causing aggravated damage to the structure as an extended action.  
  Ren: With a Ren Pillar rating of 2 or higher, this tier duplicates the effects of the first tier, 
  extending the distance the mummy may project her senses and affect with the second tier to Size 
  80, or roughly a large apartment building or “big box” warehouse store. Within the mummy’s 
  tomb, the Pillar cost of this tier is waved. 
  Tier 3 
  The Arisen touches a door or portal within the structure she’s projected within before, choosing 
  another door or portal within the range of her perception. The unleashing links the two portals 
  together for (Sekhem rating) minutes in whatever direction of ingress and egress the mummy 
  desires, showing the new location in a faded sepia tone that stinks of dust and anise. 
  Mummies with Sekhem 8 or higher may open a door to an unknown destination within the 
  greater contiguous structure, leaving the egress point to Fate to determine. Rarely, this leads to 
  another doorway on another continent entirely, making the unleashing Epic. This Utterance is 
  how mummies traversed the world and ensconced themselves in mortal cultures after the First 
  Sothic Turn. 
  Ba: With a Ba rating of 4 or above, this tier duplicates the effects of the first and second tiers, 
  extending the distance the mummy may project her senses and affect with the second tier to Size 
  
  100, or a large skyscraper. The unleashing also lasts in the mummy’s tomb until it is revoked; 
  given time, the mummy may create an impenetrable maze within her place of repose.  
  Power of Re 
  Tier 1: Ren •; Tier 2: Sheut •• (Potency 2); Tier 3: Ab •••• (Curse, Epic) 
  Tier 1 
  The mummy’s eyes flash, as though they were a bronze mirror catching the sunlight. Any foe or 
  object she chooses of a certain size bursts into a golden flame. 
  Dice Pool: Ren + Wits + Occult - Stamina 
  Action: Instant 
  Duration: (Sekhem) minutes 
  Roll Results 
  Dramatic Failure: The mummy catches on fire herself. 
  Failure: The mummy fails to ignite any flame. 
  Success: The mummy sets any target she can perceive with a Size equal to or less than her Ren 
  aflame, burning it with a mystic golden flame. The size of the object determines the relative size 
  of the flame (i.e., torch, bonfire, inferno), but the fire only burns with the intensity of a candle. 
  The mystic flame does not need fuel to burn, and may only be extinguished by beating it into the 
  ground. The mummy may have only one mystic flame active at a time. 
  Exceptional Success: As per the success, but the Utterance’s duration doubles and any Ren 
  vessels are immune to the flame. 
  Ren: With a Ren rating of 1 or above, the mummy adds her Ren rating to the number of minutes 
  the fire burns. The Arisen may perceive the area around any mystic fire she’s created, and may 
  speak through the mystic fire as though she was a perfect ventriloquist. 
  Tier 2 
  No fire can match the might of the Nameless Lion; all lesser fires shrink from his radiance. 
  Unleashing this tier suppresses fire, swallowing and instantly extinguishing the flames in a 
  shadowy miasma.  
  Dice Pool: Sheut + Presence + Occult 
  Action: Instant 
  Duration: Scene 
  Roll Results 
  Dramatic Failure: The mummy catches on fire herself. 
  Failure: The flames in the area continue to burn.  
  Success: The mummy may extinguish any and all flames she can perceive up to a bonfire level, 
  including electronic devices (which simply spark out, their power drained). Attempting to 
  
  extinguish magical flames, including the mystic fire, provoke a Clash of Wills. The mummy’s 
  own mystic fire is immune to this unleashing. 
  Exceptional Success: As above, but the mummy may extinguish an inferno-level fire. 
  Sheut: With a Sheut Pillar rating of 2 or higher, the mummy may divert the flames into an extant 
  mystic flame, as the shadows twist and flow and arc the fires towards the mummy’s own golden 
  light. When the sparking contrails meet the mystic flame, the magic is stoked, causing greater 
  heat per distinct fire fed to it (candle, torch, Bunsen burner, chemical fire). 
  Tier 3 
  The mummy screams in a pitch higher and louder than any human throat may create. This is the 
  music of Re, the sound of the sun itself. As the roar explodes out of her throat, she sets alight 
  with a blaze more brilliant than the sun at zenith. This is the gaze of Re, and all who look upon 
  him feel the god’s eye staring back. 
  Dice Pool: Ab + Presence + Occult − Stamina 
  Action: Instant 
  Roll Results 
  Dramatic Failure: The mummy inflicts aggravated damage and suffers the Blinded Condition. 
  Failure: The mummy is not a bright, shining star. 
  Success: Any Lifeless being looking upon the mummy suffers aggravated damage equal to 
  successes rolled on a Sekhem roll. Averting their eyes is a Wits + Composure roll with a -3 
  penalty to look away in time. The flare affects even those in Twilight who can perceive the 
  mummy, or those who scry upon him from afar or view the event from the perspective of the 
  future (including recordings of the mummy’s explosive burst). Those slain by this light 
  transmute into pillars of salt and ash, their smoking bones twisted into a grim tableau of pain and 
  revelation. 
  Exceptional Success: Besides damage, all targets who gaze upon the mummy suffer the Blinded 
  Condition permanently. 
  Ab: With an Ab rating of 4 or above, the mummy may also affect mortals. Mortals are blinded 
  on a regular success and suffer aggravated damage like undead, unless their Virtue reflects a 
  measure of inner faith or their Integrity is higher than the mummy’s Memory. The gruesome 
  magics sear out the eyes, leaving hideous scars that burn out the Striking Looks Merit. Mortals 
  who avert their gaze suffer no harm at all. 
  Rebuke the Vizier 
  Tier 1: Ka •; Tier 2: Ba •••; Tier 3: Ren ••••• 
  Tier 1 
  The power of the Deathless is overwhelming to lesser forces and many mummies can ward 
  themselves against hostile magic. By unleashing this tier, the Arisen creates a skin of Sekhem 
  
  around their body for one scene. Witnesses and other supernatural creatures can see this barrier 
  as a shining, golden skin covering the mummy. 
  Any magic or supernatural power targeting the shielded mummy triggers a Clash of Wills 
  between the mummy and the attacker. If the Deathless wins, the power does not affect them, 
  otherwise the magic proceeds according to its system with the mummy continuing to resist it in 
  the standard way as proscribed by that power. 
  Ka: With a Ka Pillar of 1 or more, the Arisen may choose to add their Ka rating to their dice 
  pool for the clash of wills. 
  Tier 2 
  By unleashing this tier, the mummy’s gaze lays bare any magical effects surrounding its target. 
  The Arisen selects a target she can perceive and immediately gains knowledge of all 
  enchantments affecting it and any abilities it possesses. With the mere passing of the mummy’s 
  gaze, one of those enchantments can be torn asunder and rendered inert. The unleashing cannot 
  remove a mage’s ability to cast spells or the power that animates a vampire, however, it can 
  cancel the effects of a spell a mage has placed on themselves or negate the effect of a vampire’s 
  Discipline for the remainder of the scene, forcing her to do without it. Doing so prompts a Clash 
  of Wills between the Arisen and the target. 
  Vessels and other magical artifacts can have their power temporarily suppressed by this 
  Utterance for Sekhem + Ren turns, but not removed. Curses, however, can be lifted from objects 
  by unleashing this tier. This does not affect people affected by curses. 
  Ba: With a Ba Pillar of 3 or more, the Arisen may add their Ba rating to their dice pool for the 
  Clash of Wills. 
  Tier 3 
  The mummy may take a reflexive action to unleash this Utterance at will, doing so causes the 
  golden shell of Sekhem covering their form to burst and cover the area around them in a radiant 
  glow that casts a shadow over all other magic or supernatural powers that are used within it. The 
  area of effect is a radius of 10 + Ren yards from the Arisen and passes through walls and around 
  corners.  
  When activated, this Utterance prevents magic or supernatural powers which target anyone other 
  than the user from being activated until the end of the mummy’s next turn. The Deathless must 
  take 6 – Ren turns to rejuvenate themselves before using this Utterance again. 
  Ren: With a Ren Pillar of 5, the Arisen may negate any non-reflexive powers from being used 
  within the affected area. 
  Rite of the Sacred Scarab 
  Tier 1: Sheut •; Tier 2: Ren •••; Tier 3: Ka ••••• 
  Tier 1 
  The Arisen unravels a portion of Sekhem from within, regurgitating it as a large scarab beetle of 
  chitin, gold, and jewels. Although not truly alive, the scarab serves as a protective amulet for 
  
  whoever bears it, inflicting a -2 penalty on all dice rolls that would physically harm the bearer in 
  any way. The amulet retains its power for up to a month, unless destroyed earlier; it has 
  Durability 3 and Structure 3 if attacked directly. 
  The Arisen can create any number of these amulets concurrently, but their effects are not 
  cumulative on a single bearer. 
  Sheut: With a Sheut Pillar of 1 or more, the scarab also imposes the -2 penalty on any dice pools 
  that would spiritually or magically harm the bearer in any way. 
  Tier 2 
  The Arisen regurgitates a more profoundly empowered scarab, truly animated by the donated 
  Sekhem. Large enough to fill a human’s cupped hands, the scarab is an independent servitor that 
  will obey the mummy’s commands as best it can. The scarab is resilient, can fly slowly, climb 
  walls, squeeze through small gaps, and can manage basic manipulation of objects — enough to 
  unscrew a grate, or carry a vial of poison and tip it out somewhere. The scarab cannot attack 
  directly, however. 
  The scarab is Size 0, and has a dice pool of 10 for rolls involving navigating the environment or 
  hiding, a dice pool of 6 for fine motor actions, and a dice pool of 2 for anything else. It has a 
  Speed of 10, Defense 5 and 10 health levels; during combat, it acts on Initiative 0 and cannot 
  attack. 
  The Arisen can maintain any number of scarab minions concurrently. 
  Ren: With a Ren Pillar of 3 or more, the Arisen is constantly aware of the scarab’s immediate 
  surroundings and state of being, and can perceive through the scarab’s senses if she desires. 
  Tier 3 
  The mummy opens her mouth and a torrent of ravenous beetles pour forth, each bejeweled and 
  beautiful but possessed of furious hunger. The swarm erupts into the scene and follows the 
  Arisen’s will, biting and ripping at victims in the form of the Swarm Environmental Tilt (see p. 
  XX) with the swarm at a Size equal to Sekhem + Ka. The mummy directs the swarm each turn 
  telepathically as a Reflexive action; the swarm can do little other than attack and eat, or hold 
  back if commanded, and is not capable of following complex commands or other forms of 
  interaction with its environment. 
  Ka: With a Ka Pillar of 5, the Arisen may alter the composition of the swarm, enhancing it with 
  up to three Tilt factors of the player’s choice.  
  Secrets Ripped From Skies 
  Tier 1: Ba • (Subtle); Tier 2: Sheut ••• (Curse); Tier 3: Ren ••••• 
  Tier 1 
  This Utterance is not a shout, but a whisper. Gazing up at the night sky (defined as dusk until 
  dawn), the mummy’s word reveals the space relative to himself, using whatever measures or 
  means of reference he would prefer — be it the distance from the nearest landmark in cubits and 
  palms, or relating a position near a café the mummy supped at three nights ago. If he’s located 
  
  under the open night sky, the mummy gains perfect awareness of his immediate surroundings, 
  and becomes nearly impossible to surprise barring supernatural means or superlative camouflage, 
  and all such attempts are reduced to a chance die.  
  Ba: With a Ba Pillar rating of 1 or higher, the mummy’s player may ask questions of the 
  Storyteller, relating to spiritual mettle displayed in the past of the location and scene around the 
  character. 
  Dice Roll: Ba + Intelligence + Occult, –3 penalty if the sky is more than half covered by clouds 
  and/or too much light pollution drowns out the stars 
  Action: Instant  
  Roll Results 
  Dramatic Failure: The player asks a question as though he had rolled a success; the Storyteller 
  should either give false information, or present a warped version of the truth. 
  Failure: The stars do not yield their secrets so easily. 
  Success: The player can ask one question of the Storyteller. The Storyteller’s answer should 
  include the imagery conjured in starlit phantoms, visible to the mummy. This Utterance can only 
  offer immediate scenes of violence or spiritual fortitude.  
  The answers are rendered as a flash of insight and spatial memory the mummy may examine, 
  using additional successes on the roll to ask follow-up questions. The mummy learns the 
  circumstances of each question (i.e. the exceptional success in the scene was on a Persuasion roll 
  by one of a local prominent gangster negotiating a new criminal deal at gunpoint), but may only 
  ask these questions about events that took place under the open sky during the lunar cycle -- 
  meaning, within the last month. Multiple answers to a single question, such as spending 
  Willpower, yield a composite rendition of memory derived from the scene most relevant to the 
  current story that occurred in the prior month. 
  Exceptional Success: The player may ask more questions and follow-up questions.  
  Sample Questions 
  •  
  Who in the area received an exceptional success? 
  •  
  Who in the area spent Willpower? 
  •  
  Who fulfilled their Virtue or Vice? 
  Tier 2 
  The mummy’s word of power echoes throughout her entire existence, and beyond, to the 
  beginning of the cosmos. Sekhem stretches across time, not space; it is the primal energy of 
  creation, and is ineffably linked with the earliest epochs. As eons pass, the mummy’s word 
  continues to echo, ensuring matter and energy coalesce into an iron-hard expression of the 
  Arisen’s power, falling ever toward the Earth. The mummy need only look to the skies to sight 
  the heralding blaze of her auspicious wrath. 
  The mummy may choose one known target she can perceive within a mile, which must be 
  exposed to the open sky (buildings are valid targets, though even a strongly-tinted skylight will 
  
  block the specific use of this power). The resulting meteorite disintegrates before it slams into a 
  target and does not strike them directly, though buildings and structures suffer (Sekhem) levels 
  of aggravated damage. The targeted area becomes an extreme environment with Inferno size at 
  Bunsen burner intensity, and anyone with suffers the Inferno Tilt in addition to the fire hazard. 
  Sheut: With a Sheut Pillar rating of 3 or higher, the mummy may choose to create a meteorite 
  that fully shatters within the upper atmosphere. Having persisted for millions of years in space, 
  however, the ghost of the meteorite remains quite powerful. The Twilight meteorite causes the 
  same devastation as a physical meteor, but to ghosts, amkhata and other spirits. 
  Tier 3  
  Secrets eternal, kept by starlit sentinels, yield to the mummy’s queries at the apex of this 
  Utterance. Fate itself responds to the needs of the mummy, allowing cosmic mysteries to unfold 
  from ancient constellations. The mummy’s player may ask questions of the Storyteller, relating 
  to any topic within Fate’s purview.  
  Dice Pool: Ren + Intelligence + Occult, –3 penalty if the sky is more than half covered by clouds 
  and/or too much light pollution drowns out the stars 
  Action: Instant 
  Roll Results 
  Dramatic Failure: The player asks a question as though he had rolled a success; the Storyteller 
  should either give false information, or present a warped version of the truth. 
  Failure: Like Starry A’aru, the skies are closed to the mummy’s insights. 
  Success: The player can ask one question of the Storyteller about the past, present, or future of 
  the current story. Events that relate to the Underworld, the Shadow, or other realms other than 
  the material or Neter-Khertet are not valid queries; nor are questions relating to the Judges, 
  Anpu, the Shan’iatu, the Deceived, or other cosmological mysteries of mummies. The 
  Storyteller’s answer should be communicated in metaphor and cryptic symbolism, flashes of 
  starlight insight gleaned from constellations wrought by Fate. This Utterance can offer an answer 
  to virtually any question the mummy may ask, either moving her significantly towards her goals 
  or providing a solution to her most pressing dilemma in the current story. It cannot answer 
  questions about the Arisen’s history or Memory, except where this would provide illuminating 
  clarity to a particular aspect of the mummy’s current problems — in which case it provides a 
  maddeningly incomplete picture. 
  Exceptional Success: The player may ask more questions and follow-up questions.  
  Ren: With a Ren Pillar rating of 5, if the mummy unleashes the second tier in the same scene he 
  attempted to read the future in the stars, he calls down an Epic meteor shower rather than a single 
  meteorite. The sky darkens, illuminated only by the molten flames of thousands of fireballs 
  crashing down from the heavens. The shower ravages everything within (Sekhem x20) square 
  miles of the mummy for a number of turns equal to his Sekhem rating.  
  
  The meteors fall upon as many or as few targets as Fate decrees. The mummy who unleashed the 
  shower is never affected by the Inferno Tilt or the fiery destruction, though allies have no such 
  protection unless they remain close by. 
  Rain of Fire 
  Unleashing the two upper tiers of this Utterance with Ren 5 will cause collateral 
  damage across entire (and potentially multiple) metropolitan areas, resulting in 
  hundreds if not thousands of casualties and a massive economic cost. The effects 
  of Sybaris are great as well, as the entire region falls into religious reverie. This is 
  a fairly typical effect of powerful Utterances, and sets the tone for the chronicle 
  early on, when the mummy’s power is at its height. Navigating the setting aftermath 
  of powerful, unleashed Utterances is something a Storyteller must be prepared for. 
  Water of Life and Death 
  Tier 1: Ren •; Tier 2: Sheut •• (Curse); Tier 3: Ba •••• 
  Tier 1 
  The Arisen speaks the power of water, strong enough to carve stone and tear down mountains 
  with the passage of time. As she has foretold, a fissure cracks the ground at her feet and a new 
  spring pours forth a rejuvenating cascade of clean water. This Utterance can only be used to 
  create a spring from the ground, although it doesn’t matter if the Arisen calls one forth from a 
  natural or artificial surface. 
  As well as quenching thirst, any mortal who drinks or bathes in the waters of the spring during 
  the scene it appears benefits from their rejuvenating properties. Such a character regenerates one 
  point of bashing damage per turn and one point of lethal damage per fifteen minutes while in 
  contact with the water, although the healing waters cannot repair damage in a character’s final 
  three health boxes. 
  The spring initially fountains forth, settling down to a steady flow after a scene. The new well 
  provides enough water to sustain a small village or create an oasis, its flow remaining strong for 
  several years at least. 
  Ren: With a Ren Pillar at 1 or higher, a mortal character who bathes or drinks from the spring 
  during the scene it appears has their rate of natural healing doubled for a week. 
  Tier 2 
  The Arisen spits a bloody curse upon the waters around her, souring the currents and turning 
  fluid to blood, and afflicting the bodies of water with the Dark Waters Tilt (see p. XX). All 
  bodies of fresh or saline water within two miles of the Arisen’s location transforms into human 
  blood for a number of hours equal to her Sheut + Sekhem; water brought into the area during this 
  time also changes. Most living creatures — humans in particular — find the stagnating, clotting 
  gore supernaturally repulsive and sickening, inflicting the moderate Sick Tilt (see p. XX) on any 
  creature that does not subsist on blood normally. When the curse ends, the blood returns to its 
  original watery state with no lingering effects. 
  
  Sheut: With a Sheut Pillar rating of 2 or higher, the Arisen may choose specific areas or bodies 
  of water to be unaffected by the curse, or can cause any water within the area to turn to blood 
  only when touched by a human who has transgressed against the Arisen’s Judge or the local code 
  of laws. 
  Tier 3 
  The mummy commands the water itself to part before her glory, opening a path before her. The 
  unleashing causes a body of water to open a corridor before the Arisen, up to 100 yards deep and 
  wide and up to a mile in length. The Arisen can use this power to create a trench through a lake, 
  or a passage of air along the sea bed with a watery ‘ceiling’ overhead. She may choose for the 
  channel to close behind her as she moves through it, or to remain open in her wake; if left open, 
  the channel persists for up to a day after the Utterance’s unleashing, then crashes closed once 
  more. 
  Ba: With a Ba Pillar rating of 4 or higher, the Arisen may choose to ‘part’ all water out of an 
  area without needing to target a specific body of water. Instead, the targeted corridor dehydrates 
  as all moisture seeks to escape it, becoming arid and dry. This applies a level 3 extreme 
  environment to the affected area. 
  Wrathful Desert Power 
  Tier 1: Ab • (Curse); Tier 2: Ba ••; Tier 3: Ka •••• 
  Tier 1  
  The mummy’s jaw distends unnaturally, yawning open in a maw reminiscent of Ammut’s. From 
  out of this maw come howling winds of Duat, carrying with them red sands that scours all who 
  oppose the mummy. 
  Dice Pool: Ab + Presence + Occult - Stamina 
  Action: Instant 
  Roll Results 
  Dramatic Failure: Desert winds whirl around the mummy, who gains the Disoriented 
  Condition. 
  Failure: The mummy is not a desert power. 
  Success: The desert winds inflict the Arisen’s successes as points of bashing damage, or lethal to 
  mummies, creatures made primarily of water or having some water aspect to them, or creatures 
  of Duat. The sand has a range of 20/40/80 and suffers double range penalties from the stream 
  sputtering out and losing potency. These winds (effectively) have the autofire capability, and 
  apply a weapon modifier to damage equal to (half Sekhem, rounded up). 
  Exceptional Success: Apply the Disoriented Condition to the target, in addition to damage. 
  Ab: With an Ab Pillar rating of 1 or higher, the sands of Duat may afflict those within Neter-
  Khetet as well, making them valid targets for attack. 
  Tier 2 
  
  Power ripples out from the mummy’s feet in a pulse of golden energy that reeks of dust and 
  anise. Whatever surface the mummy stands upon, up to the limit of her vision, warps and shifts 
  and folds into itself. Rolling red sands pour outward from these folds, until the ground is as the 
  desert dunes. 
  Dice Pool: Ba + Presence + Occult 
  Action: Instant 
  Duration: Scene 
  Roll Results 
  Dramatic Failure: Sands damage the mummy and her allies, attempting to grapple them as 
  below. 
  Failure: The sands shift and may inflict an environmental Tilt or Condition and affect Athletics 
  rolls, but otherwise harm none or cause other damage. If the ground is load-bearing or heavy 
  objects rest atop the sands, however, the sudden change may have ancillary effects.  
  Success: Each time a new turn begins, at the top of the Initiative order, the mummy may attempt 
  to grapple a new target within visual range. The mummy may attempt one new grapple attempt 
  per turn on any target instead of moving, in addition to his instant action. He may sacrifice his 
  action to make a second new grapple attempt, and his Defense until his next turn for a third. The 
  sands swirl beneath them, attempting a grapple with a dice pool of 5 + successes rolled. His 
  contested grapple rolls for ongoing grapples are reflexive, but he may choose not to inflict 
  damage with his grapples; instead, the sands swallow up grappled targets, entombing them below 
  the swirling red sands. They are unharmed, but rapidly begin to suffocate (pg. XX).  
  Exceptional Success: Apply the Disoriented Condition to the target, in addition to damage. 
  Ba: With a Ba Pillar rating of 2 or higher, the mummy may target himself with this power, 
  reflexively disappearing into the sands and emerging elsewhere within visual range of his 
  original location as his movement. This sudden movement increases his Defense by 2.  
  Tier 3 
  Expectorating a vast quantity of sand with a demonic howl, the mummy conjures a vast, howling 
  sandstorm. This applies the Sandstorm Tilt to everyone within the area, though the mummy 
  herself is immune. 
  Ka: With a Ka Pillar rating of 4 or higher, the mummy may disperse herself within the sands, 
  granting her perfect awareness within the storm and a Speed factor of 15. The sandstorm swirls 
  and howls, and the mummy may move herself and the storm along streets and through winding 
  passageways, flowing into any confined space that isn’t airtight.  
  Sekhem  
  Where there is life, there is Sekhem.  
  Sekhem is the mystical energy that emanates from all living things, allowing for the free flow of 
  feelings and recollection in the universe. It reveals itself through passionate moments and intense 
  
  memories, subtly altering the environment as it coalesces. It brightens the light during a joyful 
  birth. It thickens the air after a painful argument.  
  Those who know how to manipulate it create miracles, and perhaps the greatest of these was the 
  Rite of Return, which conquered death and infused the Arisen with enough energy to fuel 
  centuries of lifetimes. Such power has a price: as products of necromancy, mummies cannot 
  create their own Sekhem like the living can. They must endure the Descent (p. XX), living 
  powerful but brief lives. 
  Effects of Sekhem 
  Sekhem is rated from 1-10 dots. Each dot has specific effects, detailed on the Sekhem Effects 
  chart (p. XX).  
  • 
  Supernatural Advantage: Sekhem acts as Supernatural Potency for mummies. It also 
  serves as Supernatural Tolerance and adds to dice pools to resist some supernatural powers. 
  Immortals (p. XX) receive these effects through their Supernatural Resistance Merit.   
  • 
  Burning Bright: At the start of most Descents, mummies begin with Sekhem 10. Time, 
  certain supernatural attacks, death, and disobedience to the Judges erode a mummy’s Sekhem 
  rating until it reaches 0.   
  • 
  Snuffed Out Flame: A mummy with Sekhem 0 ends her descent. Her body dies and she 
  rests in henet (p. XX). She can only revive with a successful Call (p. XX), the start of a Sothic 
  Turn (p. XX), or other supernatural means.   
  • 
  Descent: Mummy players roll Sekhem as a dice pool during Descent Rolls (p. XX).  
  • 
  Maximum Pillars/Per Turn: Sekhem determines how many Pillar points (p. XX) a 
  mummy can spend per turn.  
  • 
  Utterance Maximum: Sekhem determines the maximum rating of Utterances (p. XX) a 
  mummy can use.   
  • 
  Trait Maximum: At Sekhem 6+, a mummy’s Attributes and Skills can be increased 
  above five dots to a maximum of her Sekhem. Mummies at Sekhem 5 or below lose access to 
  any Trait dot ratings above 5 but regain their access when their Sekhem increases to 6+.   
  • 
  Maximum Physical Attribute Boost: Sekhem determines the number of dots a Physical 
  Attribute is increased by spending a Pillar point (p. XX). Strength and Stamina are increased by 
  the number to the left of the slash on the Sekhem effects table. Dexterity is increased by the 
  number to the right. A mummy with Physical Attribute 6+ with a Sekhem rating of 5 or below 
  uses a starting Trait dot rating of 5 to calculate Pillar point increases.  
  • 
  Lifesense: Mummies can detect spikes of Sekhem through a phenomenon known as 
  kepher (p. XX).   
  • 
  Ephemeral Ward: Ephemeral entities (p. XX) are incapable of possessing mummies. 
  Any attempt to use the Possess Manifestation (p. XX) on a mummy automatically fails.  
  • 
  Will of Life: Once per turn, mummies may sacrifice one dot of Sekhem to completely 
  refresh all Willpower points. This is a reflexive action (p. XX).   
  
  • 
  Sahu Repair: The sahu, or body of a mummy, can recover from grievous injuries with a 
  Sekhem infusion. Once per turn, mummies may sacrifice dots of Sekhem to fully heal aggravated 
  damage at a rate of one Sekhem dot per one box of aggravated damage. This is a reflexive action.  
  • 
  Resurrection: If a mummy dies with a Sekhem rating higher than 0 and has either an 
  intact sahu, an available canopic jar (p. XX) or an Invested cultist (p. XX), she enters a Death 
  Cycle (p. XX). When the cycle resolves, she revives fully healed after a period of time 
  determined by her Memory (p. XX).  
  • 
  Deathless: Mummies appear to supernatural senses as simultaneously alive and dead.  
  • 
  Customizable Metabolism: Mummies have complete control over their physiology and 
  may activate or deactivate any number of biological functions. This is a reflexive action.  
  Sekhem Effects 
  [BEGIN TABLE] 
  Sekhem 
  Trait Maximum 
  Pillars/Turn 
  Utterance Level 
  Sta,Str/Dex 
  10 
  10 
  5/1 
  5 
  4/3 
  9 
  9 
  4/1 
  5 
  4/2 
  8 
  8 
  3/1 
  5 
  3/2 
  7 
  7 
  3/1 
  5 
  3/2 
  6 
  6 
  2/1 
  5 
  3/2 
  5 
  5 
  2/1 
  5 
  2/1 
  4 
  5 
  2/1 
  4 
  2/1 
  3 
  5 
  2/1 
  3 
  2/1 
  2 
  5 
  1/1 
  2 
  1/1 
  1 
  5 
  1/1 
  1 
  1/0 
  [END TABLE] 
  Memory 
  The Rite of Return was glorious and traumatic. The Arisen stood before the Judges and spoke 
  their decree yet came back from Duat with scattered memories and suppressed personalities. 
  Perhaps this is what the Judges wanted: barely sentient slaves with just enough knowledge to 
  carry out orders.  
  Judges may control a mummy’s Sekhem, but Memory recovery and loss is something only the 
  Arisen are responsible for. Sekhem and Memory are often at odds. Regaining a sense of self 
  sometimes means ignoring or outright disobeying the Judges. Following their orders can lead to 
  actions that a mummy begs to forget.  
  A mummy’s Memory is a combination of the knowledges she’s learned, the Descents she’s 
  experienced, the person she’s become, and the Iremite life she left behind. As she rediscovers 
  
  herself, it all comes back layer by later. It becomes a kind of paradox. More Memory helps the 
  soul recover, but so many recollections weigh it down and make it harder to return from death.  
  Effects of Memory 
  • 
  Pillar Recovery: Memory is used as a dice pool to recover Pillar points (p. XX).  
  • 
  Death Cycle: Memory is used as a dice pool during Death Cycles (p. XX).  
  • 
  Resurrection: Memory determines the minimum length of time a mummy’s body spends 
  dead before resurrecting at restored health.  
  • 
  Long Gone Days: Mummies remember their identity and the events of their previous 
  Descents based on their Memory ratings. Previous Descents do not need to follow chronological 
  or serial order, nor do they need to be previously played in-game. The player and Storyteller 
  determine which Descents the mummy remembers at the start of a Descent and when the 
  mummy’s Memory rating changes.  
  • 
  Automaton: Mummies that reduce their Memory to 0 during a Descent cannot remember 
  anything besides the location of their Tomb, the location of nearby vessels, and their Judges’ 
  commands. If all commands are complete, they return to their tomb and await further orders 
  from their Judge. This effect lasts until the mummy is either killed or Descends completely. The 
  next time she returns to life, her Memory resets to 1. Only mummies with Memory 8+ remember 
  events that occurred while at Memory 0.  
  • 
  Amnesiac: During the first scene of a new Descent, a mummy always has Memory 0. 
  When the scene ends, their Memory automatically resets to the mummy’s current Memory 
  rating.   
  • 
  Mediator: At Memory 8+, a mummy can mediate (p. XX) a Cult.  
  Memory Effects 
  [BEGIN TABLE] 
  Memory 
  Knowledge 
  Recalled Descents 
  Mortal Life 
  Resurrection Time 
  10 
  Full Identity Every Descent, Rite of Return 
  Entire Life 
  3 Hours 
  9 
  Full Identity Every Descent  
  Entire Life 
  2 Hours 
  8 
  Full Identity Every Descent  
  Iremite Knowledge 
  2 Hours 
  7 
  Near Complete 
  Every Descent  
  Basic Iremite Knowledge 
  30 Minutes 
  6 
  Near Complete 
  Two Previous Descents 
  Guild Career  
  15 Minutes 
  5 
  Near Complete 
  One Previous Descent 
   
  Death 10 Minutes 
  4 
  Basic Identity  
  One Previous Descent 
   
  Friends and Family 
  3 
  Minutes 
  3 
  Basic Identity  
  Rough Details of One Previous Descent 
  None Instant 
  2 
  Basic Identity  
  Fragments of One Previous Descent  
  None Instant 
  
  1 
  Iremite Language 
  None None Instant 
  0 
  Automaton 
  None None Instant 
  [END TABLE] 
  Losing Memory 
  Mummies risk losing Memory when they act in ways that reject their past or deny their present. 
  When a mummy refuses to engage with their previous actions as Iremite citizen and Deathless 
  Immortal or ignores their current identity and principles to pursue the will of the Judges, she 
  undergoes a Breaking Point (p. XX). The player rolls a set dice pool based on the action’s 
  severity. Memory Breaking Points have three severities: Lapses, Gaps, and Absences. 
  The following Breaking Points are only a sample of what could test a mummy’s Memory. 
  Storytellers and players are encouraged to customize Breaking Points for their characters during 
  play.   
  Lapses (Five Dice) 
  Lapes are small acts of rejection and denial. These include necessary evils of Arisen existence.  
  Sample Breaking Points: Concealing identity, pursuing a Judge’s order solely to retain Sekhem, 
  refusing a chance to act according to decree.   
  Gaps (Three Dice) 
  Gaps are serious acts of rejection and denial. These include active suppression of a mummy’s 
  past and present. 
  Sample Breaking Points: Destroying Nameless Empire remnants that involve the mummy, 
  impeding the recovery of a fellow Arisen’s Memory, refusing to experience a destroyed vessel’s 
  memory.     
  Absences (One Die) 
  Absences are outright and intentional acts of rejection and denial, sometimes to the point of 
  destruction.  
  Sample Breaking Points: Abandoning the meret to pursue a Judge’s agenda, intentionally 
  hastening the Descent, destroying evidence of the mummy’s mortal life.  
  Recovering Memory 
  Mummies recover Memory through uncovering the past, accepting their previous actions, and 
  affirming their present identity. These actions earn Reminisce Beats that accumulate into 
  Reminisce Experience, a special kind of Experience only spent on Memory.  
  Take a Reminisce Beat when your character meets the following criteria.  
  • 
  When your character uncovers a hidden truth of the Nameless Empire, take a Reminisce 
  Beat.  
  • 
  When your character assists a Touchstone in fulfilling their Virtue or Vice.  
  
  • 
  When your character performs a righteous act in keeping with her decree, take a 
  Reminisce Beat.  
  • 
  When your character discovers a secret from a previous or future Descent, take a 
  Reminisce Beat.  
  • 
  When your character completely cannibalizes a vessel (p. XX), take a Reminisce Beat.   
  • 
  When your character reaches a new minimum rating in all Pillars, (e.g. at least •• in all 
  Pillars), your character receives an amount of Reminisce Beats equal to the new minimum rating. 
  Touchstones 
  Mummies can make Touchstones of Sadikh, Inheritors, and Witnesses, with each possessing 
  benefits and drawbacks. While the Sadikh is theoretically eternal, the Rite of the Engraved Heart 
  (see p. XX) cannot be undone, creating a long-lasting burden should the immortal servant prove 
  treacherous or unreliable. Conversely, a Witness is an ordinary mortal with a mortal’s 
  weaknesses, but might prove the most likely to spur memories in their master or mistress through 
  passionate action. 
  The Sadikh 
  The most common of a mummy’s Touchstones is her Sadikh (see p. XX). Unsurprising, given 
  they represent a mortal willing to give their very existence to the service of the Arisen, to be their 
  constant companion throughout each awakening.  
  It is common for Sadikh to be Touchstones, but it is not always the case. Many are treated with a 
  certain disdain by their masters and seen as little more than senior slaves by the servants of Duat. 
  Some may also lose faith in their masters over the long centuries of slumber in a half-mad dream 
  of life. 
  Those who maintain their bond of service are often those who act as close friends or even lovers 
  of the Arisen. Some are merely defined by the notion of service to a higher cause and view their 
  eternal suffering as a sort of penance for the perceived good that they do when they awake. 
  Whatever the case, they are not just a vessel of the mummy’s will and power, they are also her 
  closest tie to her former self. A physical manifestation of all that has been sacrificed to enable the 
  Deathless’ march through the ages to proceed. 
  The Inheritor 
  Inheritors are those who have been chosen by the mummy to embody one or part of one of their 
  Pillars. The Rite of Investment (p. XX) makes an Inheritor as important to the Arisen as any relic 
  from her past. The Rite confers a sacred trust upon the Inheritor, like the Sadikh, though not 
  eternally binding, to protect a vital component of the Deathless’ own immortal essence within 
  the fragile container of their mortal body. 
  Such a trust is normally built up over a long period of service and is a form of reward for 
  immense loyalty and self-sacrifice in the mummy’s name. Such submission to a greater purpose 
  casts the age-old mind of the Deathless back to their own Rite of Return, a strong image indeed. 
  This permanent reminder of service to a grand plan bigger than one man or woman helps many 
  Mummies to justify their endless march through time in service to Duat. 
  
  Mortals who choose to bear this weight are regularly chosen as manifestations of the mummy’s 
  chief aspects. Their personalities reflect the Pillar invested within them, and the addition of that 
  part of the mummy enhances those traits still further. 
  The Witness 
  The moment when a mortal comes to the full realization of the scale of a Deathless’ power can 
  be overwhelming. Even without subtle manipulation or direct control, such individuals often find 
  themselves drawn to the mystique and allure that a life beside such a being has. Witnesses are 
  mortals who, through exposure to the Arisen and her cult have come to respect, love or even fear 
  it. What truly attaches the Witness to the Deathless though is the fleeting glimpse of Memory 
  that exists within a mummy’s creaking mind. As the winds of time blow dust from the pages of 
  ancient memories, some Deathless find themselves looking at mortals and seeing faces from their 
  past, or glimpses of half-remembered feeling. Bonds of loyalty and kinship to something other 
  than Duat and its remorseless rulers. 
  Such moments may be cast aside by an Arisen as a fickle fancy, though some are taken deeper to 
  heart. Witnesses become targets for recruitment into the cult or are simply extended its watchful 
  protection. While the bond with such a Touchstone is perhaps the least demanding for a 
  Deathless, it is certainly one of the most dangerous to form. Without the protection of the 
  mummy’s powers, the Witness is as easily hurt or coerced as any other mortal. When a Witness 
  is made into a Touchstone, they no longer suffer the ill effects of Sybaris. 
  Aging Touchstones 
  Unless they’re Sadikh, or a Witness or Inheritor has discovered a form of 
  immortality, their role as Touchstones might be transient at best due to their 
  tendency to age and die while the mummy sleeps. The memory of the Touchstone 
  does not fade, however, and an Arisen can unconsciously designate the role to a 
  new Witness or Inheritor in the next era they visit, providing the Touchstone was 
  not killed while the mummy was awake. This new Touchstone must be in some 
  way linked to the last one, whether through blood, appearance, behaviour, or even 
  something as simple as a shared name. Something of them must awaken in the 
  mummy the memory of the Touchstone’s predecessor. This practice leads to some 
  mummies targeting innocent victims who would rather have nothing to do with 
  Deathless society, but find themselves inexorably drawn into it. 
  Example Touchstones 
  The following is a list of example Touchstones, however, players are encouraged to customize 
  their selection of Touchstones to most accurately reflect the binding between the mummy and 
  their fading Memory. 
  Firebrand Cultist 
  Through the eyes of this zealot, the commitment of the Arisen to their goal is inflamed. Their 
  unswerving belief in the beneficence of their patron and the righteousness of her cause recalls to 
  her the very reason she gave up her life to the Judges in the first place. 
  
  Shadow of an Old Flame 
  There is something about this face that entrances and beguiles the Arisen, awakening feelings 
  long since dead. She may remember an echo of a name from her days of life, but it is a whisper 
  on the winds of time. Perhaps if she keeps this mortal close enough, it will come to her. 
  Confidante 
  Even before he was Sadikh, this man earned the trust of the Deathless. The naked truth of the 
  master is laid bare to this servant, who acts as both conscience and reminder of who she is. In a 
  crowded room with many arguing voices, theirs rings out clear as a bell to the Arisen. 
  Mirror of the Ages 
  How many souls can there be in existence? In all of those, there must be some linked by destiny. 
  In this person, the Arisen sees themselves. All of their faults and strengths. While this can lead 
  them to be harder on them than most, the attention lavished upon them draws the jealous eye of 
  others who would hold such interest to a being like the mummy. 
  Epitome of Life 
  Dancing and twirling with reckless abandon, moving to the beat of an unimaginable music, the 
  likes of which couldn’t have been played on the instruments native to Irem. She is vital, she is 
  the heartbeat in a dead chest. Her chaotic nature may fly in the face of centuries of tradition, but 
  she and she alone twitches the stern features of the Deathless into a thin smile at the childlike 
  wonder and enjoyment of life. 
  Dutiful Clerk 
  Stamp. Stamp. Stamp. While the day to day existence of the bank clerk may seem humdrum, this 
  one’s approach to it caught the eye of the Arisen as she sat watching her Sadikh make another 
  deposit on her behalf. The others chatter, looking to the clock on the wall. This one’s eye never 
  wavers from her duty. She must be wondering who this strange person is who keeps making 
  these small deposits. And why does she keep staring at her with strange satisfaction. 
  Doubting Lawrence 
  Lawrence’s family were proud of him when he joined the seminary. Many of the letters the 
  Arisen has read encourage him to devote himself fully to his life of service, devotion and endless 
  prayer. However, the mummy hears those prayers, each night. Seeking answers to the doubts that 
  plague his mind and the possibilities he is leaving behind in choosing this life. Such thoughts are 
  familiar to the Arisen, she wonders if Lawrence’s God will answer, as hers did. 
  Court Justice 
  This woman’s hammer is the weapon of the law. Though she does not wield it in her own 
  service. She understands that justice is about a higher authority than oneself. She understands 
  that it is not measurable within the scale of one person’s petty morality. True justice belongs to a 
  mandate handed down over the centuries. Sure, her lawmakers are hardly the pitiless Judges of 
  Duat, but she serves them nonetheless. 
  Budding Historian 
  
  Dr Schwartzmann is so close to the next big discovery and the Arisen is licking her lips waiting 
  to see what he makes of it. She has been supplying his curiosity with enough breadcrumbs to 
  allow him a trail to follow. He may be a bit of an outcast among the archaeological community, 
  but he alone had come close to unearthing secrets that eluded all others too blind to follow the 
  clues to their only true conclusion. And that was where he would finally find her. 
  Guardian of the Pillar 
  Hikaru’s body is a temple, and holding it up was a pillar. As the Inheritor to his master’s pillar of 
  Ab, he was sworn to defend something sacred. Trusted to carry with him part of the very soul of 
  a Deathless. Hikaru’s unwavering commitment to his charge is brought home each night as the 
  Arisen watches him, training himself in combat, dining on the most nutritious and beneficial 
  food and drink he can afford. He has part of her within him and treats it as an honored guest. 
  Mummy Injury, Healing, and Death 
  Mummies are granted a near-miraculous hardiness. Even death can be a mere setback to the 
  Arisen.  
  Damage Sources 
  Mummies don’t take injury in the same way living bodies do. They receive the following 
  changes to basic sources of harm (p. XX):  
  • 
  Mummies cannot bleed to death.  
  • 
  Mummies cannot be knocked unconscious.  
  • 
  Mummies suffer bashing damage from firearms, blades, and melee weaponry. 
  • 
  In addition to basic sources of aggravated damage, mummies suffer aggravated damage 
  from fire and vessels (p. XX) in the form of weaponry.   
  Healing Rates 
  Mummies quickly heal from wounds and can use Sekhem (p. XX) and Pillars (p. XX) to heal 
  even faster. They naturally heal injuries at the following rate:  
  • 
  1 point of bashing damage per turn.  
  • 
  1 point of lethal damage every half hour.  
  • 
  1 point of aggravated damage every three days.  
  Death and Resurrection  
  A mummy dies in two ways:  
  • 
  The mummy’s health is completely filled with aggravated damage, and she is not 
  currently under the effects of Seal the Flesh (p. XX).  
  • 
  The mummy succeeds at a Descent Roll (p. XX) at Sekhem 1, reducing her Sekhem to 0.  
  Mummies that die enter a Death Cycle (p. XX). They embark on a harrowing journey in Neter-
  Khertet, searching for the enigmatic Iremite god Anpu. If the mummy’s Sekhem rating is 0, their 
  
  Descent typically ends when the mummy and Anpu meet. Otherwise, the mummy’s player may 
  choose whether the mummy ends their Descent or returns to life.  
  Mummies that end their Descent are only revived through the Call (p. XX), the Sothic Turn (p. 
  XX), the disturbance of their Tombs, or the ineffable will of the Judges. The next time they 
  revive, they are typically at Sekhem 10, and the Descent begins anew. All pre-death damage is 
  cleared.  
  Mummies that return to life must roll Memory to complete the Death Cycle. Then, they resurrect 
  after a period of time determined by their Memory (p. XX). The mummy’s Sekhem rating is 
  adjusted based on the Death Cycle’s result. All pre-death damage is cleared.  
  If a mummy dies and her body is destroyed, she can still return to life through two methods:  
  • 
  If a mummy has at least one canopic jar, the mummy’s player chooses which jar revives 
  her, which may be in a different location from where the mummy died. The jar bursts open to 
  reveal the organ inside. The mummy’s sahu quickly builds itself around the organ during the 
  Memory-determined resurrection time. Starting characters own all four canopic jars, holding the 
  mummy’s stomach, lungs, liver, and intestines.   
  • 
  A mummy may reincarnate inside an Invested cultist (p. XX), taking the cultist’s body 
  for her own. The mummy may remove the body’s four internal organs to create new canopic jars.  
    
  
SOURCE: textdata/thevault/Storyteller [multi]/World of Darkness (WoD) [multi]/CofD/Mummy - The Curse/Mummy The Curse KS Manuscript Preview 2.pdf