History TabletopGame / MummyTheCurse

31st Jul '17 2:41:41 AM SorPepita
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* BrownNote: Being in the presence of a mummy's Sekhem causes Sybaris, hallucinations of Duat and a growing understanding of what mortality entails. Only Witnesses are immune, and even then they don't get off unscathed-they just grow obsessive. This is more boon then curse for the mummies themselves, however-moderate or mild Sybaris causes people to be more receptive to cult recruitment and manipulation, and the understanding of mortality comes from [[MadOracle perceiving the cycle of life]], leading to those afflicted with mild Sybaris to develop profound revelations about the nature of the world.

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* BrownNote: Being in the presence of a mummy's Sekhem causes Sybaris, hallucinations of Duat and a growing understanding of what mortality entails. Only Witnesses are immune, and even then they don't get off unscathed-they just grow obsessive. This is more boon then than curse for the mummies themselves, however-moderate or mild Sybaris causes people to be more receptive to cult recruitment and manipulation, and the understanding of mortality comes from [[MadOracle perceiving the cycle of life]], leading to those afflicted with mild Sybaris to develop profound revelations about the nature of the world.



* CursedWithAwesome: Very averted-you'd have to have a complete LackOfEmpathy or any connection to retaining your memories to think being Arisen is purely good. Or even mostly good. [[spoiler:Apotheosis, on the other hand, is very much a self-inflicted Curse With Awesome; You are condemned to eventually die, and will never achieve the sheer power of Utterances again...and in return, you're free of the Judges' yoke, your memory comes back and is now perfect, you can make your own Relics, and your waking periods aren't on a timer. The price of freedom is high, but worth every cent.]]

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* CursedWithAwesome: Very averted-you'd have to have a complete LackOfEmpathy or any connection to retaining your memories to think being Arisen is purely good. Or even mostly good. [[spoiler:Apotheosis, on the other hand, is very much a self-inflicted Curse Cursed With Awesome; You you are condemned to eventually die, and will never achieve the sheer power of Utterances again...again... and in return, you're free of the Judges' yoke, your memory comes back and is now perfect, you can make your own Relics, and your waking periods aren't on a timer. The price of freedom is high, but worth every cent.]]



* MoralMyopia: The Deceived [[spoiler:or more accurately, the [[DemonicPossession temakhs]]. They hate the Arisen for [[RevengeByProxy their masters]] stealing their chance at godhood...except they were planning to betray the other Shan'iatu first and become rulers over their brothers once ascended. It's entirely possible the other guildmasters found out and were just protecting themselves, or even that their mad scheme backfired and they have nobody to blame but themselves.]]

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* MoralMyopia: The Deceived [[spoiler:or more accurately, the [[DemonicPossession temakhs]]. They hate the Arisen for [[RevengeByProxy their masters]] stealing their chance at godhood... except they were planning to betray the other Shan'iatu first and become rulers over their brothers once ascended. It's entirely possible the other guildmasters found out and were just protecting themselves, or even that their mad scheme backfired and they have nobody to blame but themselves.]]



** [[spoiler:Deceived have a double-dose of this; they're explicitly not immortal, but ''eternal''; it's heavily suggested that if the Earth dies and humanity survives in colonies, they will reincarnate as Martians, as an example. They pay for this by the fact that their ''menet'' cycle is an AndIMustScream situation...which many actually ''prefer'' to their waking periods, since then they have to deal with the fact that each and every one of them is possessed by the temakh, the insane remnant psyches of the Shan'iatu who once headed their guild. Their nature is such that they cannot attain the independence the Arisen know; their version of Apotheosis is Ascent, which frees them from their temakh but binds them eternally to Fate itself, to serve as its agent... though Fate is simply alien instead of alien and a homicidal StrawNihilist MadArtist, and an Ascended's menet period is just resting happily as part of the cosmos. That the Ascent can be seen as both positive, becoming a willing agent of a higher power, and negative, condemned to eternal service of one kind or another, is entirely intentional.]]

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** [[spoiler:Deceived have a double-dose of this; they're explicitly not immortal, but ''eternal''; it's heavily suggested that if the Earth dies and humanity survives in colonies, they will reincarnate as Martians, as an example. They pay for this by the fact that their ''menet'' cycle is an AndIMustScream situation... which many actually ''prefer'' to their waking periods, since then they have to deal with the fact that each and every one of them is possessed by the temakh, the insane remnant psyches of the Shan'iatu who once headed their guild. Their nature is such that they cannot attain the independence the Arisen know; their version of Apotheosis is Ascent, which frees them from their temakh but binds them eternally to Fate itself, to serve as its agent... though Fate is simply alien instead of alien and a homicidal StrawNihilist MadArtist, and an Ascended's menet period is just resting happily as part of the cosmos. That the Ascent can be seen as both positive, becoming a willing agent of a higher power, and negative, condemned to eternal service of one kind or another, is entirely intentional.]]
30th Jul '17 2:57:49 PM SorPepita
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* TheEmpire: Irem was...not a nice place to live if you weren't a citizen.

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* TheEmpire: Irem was... not a nice place to live if you weren't a citizen.
3rd Jun '17 11:13:40 AM nombretomado
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''Mummy: The Curse'' is the eighth gameline released for the TabletopGame/{{new World of Darkness}}, the fourth to be released after WhiteWolf merged with CCP, and the first to be released by Onyx Path. In making it, they took the hopefulness of ''TabletopGame/MummyTheResurrection'', their previous mummy game, and twisted it upside down.

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''Mummy: The Curse'' is the eighth gameline released for the TabletopGame/{{new World of Darkness}}, the fourth to be released after WhiteWolf Creator/WhiteWolf merged with CCP, and the first to be released by Onyx Path. In making it, they took the hopefulness of ''TabletopGame/MummyTheResurrection'', their previous mummy game, and twisted it upside down.
19th Apr '17 12:18:57 PM Theriocephalus
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In the beginning there was the city of Irem, heart of a powerful Nameless Empire, based where the Egypt of the Pharaohs would one day arise - an empire far more mystically advanced than any of the time. You and a select group of people were subject to the greatest feat of magic that has ever been attempted by mortal hands, the Rite of Return. Now, as an Arisen, you walk the line between life and death, which is both a blessing and a curse. On one hand, you have life everlasting. It takes nothing short of a nuclear bomb to destroy you. On the other, you're able to rise only for short periods, your power steadily ebbing away each time. Your friends and family are long since dead and gone, even fading from your memory as the centuries pass.

Your 'true' body remains as it was when you underwent the Rite, a preserved corpse, but it's an easy thing for you to adopt a more human guise, shaped by your memory of yourself - for better and worse.

The initial plan for ''Mummy'' was to do the corebook and three supplements - ''Guildhalls of the Deathless'', ''Book of the Deceived'' and ''Sothis Ascends''. A KickStarter for a deluxe version of the core added citybooks ''Cursed Necropolis: DC'' and ''Cursed Necropolis: Rio'', [[{{Defictionalization}} propbook]] ''Dreams of Avarice'', a ''Ready-Made [=PCs=]'' PDF, a fiction anthology and a novel. The free supplement ''Lore of the Deceived'' added some bonus material on the Lost Guild.

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In the beginning there was the city of Irem, heart of a powerful Nameless Empire, based where the Egypt of the Pharaohs would one day arise - -- an empire far more mystically advanced than any of the time. You and a select group of people were subject to the greatest feat of magic that has ever been attempted by mortal hands, the Rite of Return. Now, as an Arisen, you walk the line between life and death, which is both a blessing and a curse. On one hand, you have life everlasting. It takes nothing short of a nuclear bomb to destroy you. On the other, you're able to rise only for short periods, your power steadily ebbing away each time. Your friends and family are long since dead and gone, even fading from your memory as the centuries pass.

Your 'true' "true" body remains as it was when you underwent the Rite, a preserved corpse, but it's an easy thing for you to adopt a more human guise, shaped by your memory of yourself - -- for better and worse.

The initial plan for ''Mummy'' was to do the corebook and three supplements - -- ''Guildhalls of the Deathless'', ''Book of the Deceived'' and ''Sothis Ascends''. A KickStarter for a deluxe version of the core added citybooks ''Cursed Necropolis: DC'' and ''Cursed Necropolis: Rio'', [[{{Defictionalization}} propbook]] ''Dreams of Avarice'', a ''Ready-Made [=PCs=]'' PDF, a fiction anthology and a novel. The free supplement ''Lore of the Deceived'' added some bonus material on the Lost Guild.
8th Jan '17 4:04:02 AM Elfive
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Added DiffLines:

* AncientTomb: A Mummy has one by default. Some abilities even make them stronger within it.
24th Sep '16 7:40:51 AM Morgenthaler
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'''Mummy: The Curse''' is the eighth gameline released for the TabletopGame/{{new World of Darkness}}, the fourth to be released after WhiteWolf merged with CCP, and the first to be released by Onyx Path. In making it, they took the hopefulness of ''TabletopGame/MummyTheResurrection'', their previous mummy game, and twisted it upside down.

to:

'''Mummy:
''Mummy:
The Curse''' Curse'' is the eighth gameline released for the TabletopGame/{{new World of Darkness}}, the fourth to be released after WhiteWolf merged with CCP, and the first to be released by Onyx Path. In making it, they took the hopefulness of ''TabletopGame/MummyTheResurrection'', their previous mummy game, and twisted it upside down.
19th May '16 8:37:43 AM Someoneman
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* [[EvilIsNotAToy The Arisen Are Not Slaves]]: A cult that tries to abuse their patron's stewardship too many times will quickly find that mummies are quite capable of ExactWords in their purpose, or sticking around after it's completed, thank you.


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* EvilIsNotAToy: A cult that tries to abuse their patron's stewardship too many times will quickly find that mummies are quite capable of ExactWords in their purpose, or sticking around after it's completed, thank you.
26th Apr '16 1:14:50 AM TwilightCrow
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Added DiffLines:

** [[spoiler:The Deceived, or at least the human part of them. Unlike the Arisen, they are complete slaves to their ''temakhs'', unable to escape. Their ''menet'' cycles are dreams of torment at their ''temakhs's'' hands. They have their own identities subsumed by the spirit that haunts them, but they are still there. Worse, unlike the Arisen, there's no escape. They are damned to exist as a slave forever.]]
20th Jan '16 11:18:29 AM narm00
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* HeelRealization: [[spoiler:What initially motivated the Heretic to seek Apotheosis, according to ''Dreams of Avarice''. He would always be the man who murder slaves to power the Rite of Return, but he wouldn't ]]

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* HeelRealization: [[spoiler:What initially motivated the Heretic to seek Apotheosis, according to ''Dreams of Avarice''. He would always be the man who murder murdered slaves to power the Rite of Return, but he wouldn't would not inflict such cruelty again.]]



* SorcerousOverlord: The Shan'iatu, the priest-kings of the Nameless Empire. The Arisen used to be directly under their command, [[PosthumousCharacter though they did not use the Rite of Return on themselves]]. [[spoiler:While it was implied they may have become the Judges of Duat, recent books revealed that they actually attempted to betray or control their gods, and got mightily smote in the process.]]

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* SorcerousOverlord: The Shan'iatu, the priest-kings of the Nameless Empire. The Arisen used to be directly under their command, [[PosthumousCharacter though they did not use the Rite of Return on themselves]]. [[spoiler:While it was implied they may might have become the Judges of Duat, recent later books revealed that they actually attempted to betray or control their gods, and got mightily smote in the process.]]
13th Jan '16 1:43:28 PM Leliel
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Added DiffLines:

* HeelRealization: [[spoiler:What initially motivated the Heretic to seek Apotheosis, according to ''Dreams of Avarice''. He would always be the man who murder slaves to power the Rite of Return, but he wouldn't ]]


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** [[spoiler:The Heretic is even more cynical, he having come to believe even in his first life that the true nature of law is to force people into stable social positions and engender fear of the state. Given who he is, he qualifies as a KnightInSourArmor.]]


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* SatanIsGood: [[spoiler:Sutekh, the Iremite version of [[UsefulNotes/EgyptianMythology Set]], is also the god of chaos and taken to be an enemy of the Judges. Even living Iremite culture praised him for being the inventor of free will and personal growth, and in modern times his teachings helped refine Apotheosis.]]
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