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[[folder:Sesha-Hebsu]]
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[[folder:Su-Menet]]
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[[folder:Tef-Aabi]]
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[[folder:Sesha-Hebsu]]
The Scribes of Irem, the Sesha-Hebsu were archivists, notaries, tax assesors, in charge of knowledge and truth, making them the second most respected in status, preceded only by the Shan'iatu themselves. In modern times, they are mediators, investigators and researchers.
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* TheSmartGuy: They are obviously the most knowledge-oriented Guild.

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* TheSpymaster: Comes with being the SecretPolice, obviously. Their Guild Affinity, Affable Aid, can be used to reinforce stealth and their ability to manipulate people.
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* ChromeChampion: Their Guild Affinity, Divine Flesh, can be used to temporarly turn their skin into metal, effectively granting them a +2 armor bonus.

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* ZeroPercentApprovalRating: Nobody in all Irem really liked them much; other Guilds hated bartering with them for essential material, and low-caste workers hated being treated as resources and material to be converted. At best, all they got from them was a grudging respect.





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\n* NobleDemon: The reason they were still respected despite everyone hating them; for all their flaws, they recruited their members on merit rather than bloodlines, meaning they would gladly recruit slaves in their rank if said slave proved skilled with alchemy.

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The alchemists of Irem, the Mesen-Nebu were the ones who unlocked the secret of bronze and other metals, giving the city its industrial basis. Despite this however, they were very disliked by everyone, in great part due to them treating low-caste workers as resources at best.
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* AlchemyIsMagic: They could use it to transmute mundane metals into more precious ones, or even human flesh into gold and lapi-lazuli. Their knowledge of Alchemy single-handledly made Irem the rich city it became.

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Between the genius or masters and the slaves, there were middle-class citizens and freeworkers who weren't particularly remarkable, but still knew enough to be useful. Nicknamed the Maa-Kep, or "Bearers of the Engraved", they became so useful they were eventually made Irem's SecretPolice, in charge of preserving the city's ideological purity.

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Between the genius or masters and the slaves, there were middle-class citizens and freeworkers who weren't particularly remarkable, but still knew enough to be useful. Nicknamed the Maa-Kep, or "Bearers of the Engraved", they became so useful they were eventually made Irem's SecretPolice, in charge of preserving the city's ideological purity.


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* BoringButPractical: Weaponized; because they typically focused on accomplishing the role of middle-managers and taking care of unglamorous yet necessary tasks, nobody really pays attention to them most of the time. Which makes it all the easier for them to go unnoticed and spy on everyone.
* SecretPolice: They were in charge of keeping Irem's ideological purity back in the time of the Nameless Empire. Because of this, they tend to focus on surveillance, taking advantage on their unremarkable position as the middle-managers to spy on everyone.
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Between the genius or masters and the slaves, there were middle-class citizens and freeworkers who weren't particularly remarkable, but still knew enough to be useful. Nicknamed the Maa-Kep, or "Bearers of the Engraved", they became so useful they were eventually made Irem's SecretPolice, in charge of preserving the city's ideological purity.
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!Guilds

[[folder:Maa-Kep]]
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[[folder:Sesha-Hebsu]]
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[[folder:Su-Menet]]
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[[folder:Tef-Aabi]]
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[[folder:Mesen-Nebu]]
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* TheSmartGuy: They are the most knowledge-oriented of the Decrees; they tend to favour mental skills and attributes, and their Cults usually are made of scholars, or other people seeking knowledge.

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* TheSmartGuy: They are the most knowledge-oriented of the Decrees; they tend to favour mental skills and attributes, and their Cults cults usually are made of scholars, or other people seeking knowledge.




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* NoSocialSkills: Because of their morbid attitude and their lack of interest in mortals, they tend to not socialize very well with them, and their cults usually are rather small.

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* TheSmartGuy: They are the most knowledge-oriented of the Decrees.

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* AwesomenessByAnalysis: Serpent-Headed believe all challenge can be met by the proper application of knowledge, and usually try to break any problem they find until it becomes manageable.
* InsufferableGenius: They tend to get somewhat arrogant about topics where they feel they have a complete understanding, which becomes all the more irritating by the fact they are usually correct.
* SeekerArchetype: They are focused on scholarship and the search of identity through knowledge, making them close to this trope. In fact, they can literally refill their Pillars by recovering the truth about someone or something.
* TheSmartGuy: They are the most knowledge-oriented of the Decrees.
Decrees; they tend to favour mental skills and attributes, and their Cults usually are made of scholars, or other people seeking knowledge.
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* TheSmartGuy: They are the most knowledge-oriented of the Decrees.


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* DarkIsNotEvil: Their Decree is associated with Shadow, and they focus on learning about death, but they aren't particularly more evil than any other mummy.

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* HumanoidAbomination: What mummies are in essence; they are not just walking corpses, they are remains of a corpses merged with a reconstitution of their soul. This is the reason their body, or sahu as they call it, can repair itself.



* NoSells: Because the Rite of Return was merged completely with the mummy's remains, they are immune to possessions from creatures such as [[TabletopGame/GeistTheSinEaters ghosts]] or [[TabletopGame/WerewolfTheApocalypse spirits]].

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* NoSells: NoSell: Because the Rite of Return was merged completely with the mummy's remains, they are immune to possessions from creatures such as [[TabletopGame/GeistTheSinEaters ghosts]] or [[TabletopGame/WerewolfTheApocalypse spirits]].
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* NoSells: Because the Rite of Return was merged completely with the mummy's remains, they are immune to possessions from creatures such as [[TabletopGame/GeistTheSinEaters ghosts]] or [[TabletopGame/WerewolfTheApocalypse spirits]].
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* DisproportionateRetribution: Actually encouraged; mummy can prolongate the time their Sekhem takes to diminish by inflicting a horrifying punishment to someone who violated their tomb.

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* DisproportionateRetribution: Actually encouraged; mummy mummies can prolongate the time their Sekhem takes to diminish by inflicting a horrifying punishment to someone who violated their tomb.

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* BlessedWithSuck: Mummies are basically immortal, nearly indestructible, and at high Sekhem are have powers of biblical proportion. But they can only stay awake for limited period of time in order to accomplish missions for the Judge they serve, their power gradually weaken over the time they stay in this world, and the moment it's done, they have to go back to sleep.

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* BerserkButton: ''Don't'' steal a Relic from a mummy's tomb; she will hunt you down to the other side of the world to get it back if necessary.
* BlessedWithSuck: Mummies are basically immortal, nearly indestructible, and at high Sekhem are have powers of biblical proportion.proportions. But they can only stay awake for limited period of time in order to accomplish missions for the Judge they serve, their power gradually weaken over the time they stay in this world, and the moment it's done, they have to go back to sleep. Oh, and they are basically the slaves of their Judges; should they try to do anything other than what they were awakened for, their time will run out even faster.


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* DisproportionateRetribution: Actually encouraged; mummy can prolongate the time their Sekhem takes to diminish by inflicting a horrifying punishment to someone who violated their tomb.


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* PersonOfMassDestruction: At high Sekhem, Mummies are essentially powerful enough to destroy everything on their way.
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* BoldAdventurer: Many of them satisfiy their desire for constant actions and moving by travelling and exploring new places.

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* BoldAdventurer: BoldExplorer: Many of them satisfiy their desire for constant actions and moving by travelling and exploring new places.
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* BoldAdventurer: Many of them satisfiy their desire for constant actions and moving by travelling and exploring new places.
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* ActionHero: They value actions above everything, so they usually prefer getting things down by themselves.
* GeniusBruiser: They tend to value physical and mental skills over social.
* GlorySeeker: They regenerate their Pillars from the glory of triumphing over adversity.
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* CultOfPersonality: Their Cult tend to be this, since they usually rely on their charisma to gather followers.


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* HotBlooded: Since they are driven by their emotions, they have a reputation of being this. Because of this, other Arisen frequently see them as rash and unreasoning, while they in turn perceive them as lifeless and cold.
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* TheSocialExpert: Their inclination toward emotion make them better fitted to interact with mortals, and they tend to have high charisma, making them particularly good socially compared to other Arisen.
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* EmotionVsStoicism: firmly on the Emotion side. They believe people are defined by their passions and emotions.

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* EmotionVsStoicism: EmotionsVsStoicism: firmly on the Emotion side. They believe people are defined by their passions and emotions.
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* EmotionVsStoicism: firmly on the Emotion side. They believe people are defined by their passions and emotions.

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!!Tropes applying to all Mummies:


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The Lion-Headed Decree, associated with Heart. Sometimes nicknamed "sphinxes", they are known to be spiteful, instinctive and passionated. They believe people are defined by their passions, making them the most human of the Arisen- though other frequently see them as too emotional and unreasoning.
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The Falcon-headed Decree, associated with Spirit. Impulsive, adventurous and proud, they believe in actions, making them constanty moving and striving.
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The Bull-headed Decree, associated with Essence. Reliable, obstinate and obsessive, they decided in their death that something ''mattered'', and continue to carry that certainty.
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The Serpent-headed Decree, associated with Name. Sometimes nicknamed "Whisperers", they are studious, prying and disciplined, and focus primarly on the identity- the idea there's a truth to and within everything, and that this truth makes of each thing itself.
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The Jackal-headed Decree, associated with Shadow. Sometimes nicknamed the Ferrymen, they are contemplative, morbid and mystical, devoting themselves to the mysteries of death and time.
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* BrownNote: Mummies generate a form of aura called Sybaris, which causes mortals to be confronted with the true meaning of mortality, as well as hallucinations of Duat.



* ResurrectiveImmortality: It doesn't matter how many time you take down a mummy; unless you destroy its body entirely, she ''will'' rise again and go back at you. And even if you ''do'' destroy her body, her cultists can still bring her back using a ritual to get her a new one.

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* ResurrectiveImmortality: It doesn't matter how many time you take down a mummy; unless you destroy its body entirely, she ''will'' rise again and go back at you. you, even if the body has been ripped to pieces (it will take more time, but can be accelerated if people actively repair the body). And even if you ''do'' destroy her body, body entirely, her cultists can still bring her back using a ritual to get her a new one.
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* KryptoniteFactor: Fire and Relics that can be used as weapons can both inflict them aggravated damages.
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* HealingFactor: Mummies heal bashing damages in seconds, lethal in half a hour, and aggravated in three days. Not only that, but they can also instantly heal Aggravated damages by spending willpower and Sekhem, or "seal" their flesh to heal three bashing ''and'' on lethal per turn.
* ImmuneToBullets: Unless you use explosive munitions, guns can only inflict bashing damages to Mummies.
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* ImplacableMan: Mummies are quite possibly ''the'' most difficult supernatural creatures to put down in the entire game. Not only do they have a HealingFactor nearly on par with [[TabletopGame/WerewolfTheForsaken Werewolves]], they are basically able to recover from anything as long as it remains something of their body.
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* ResurrectiveImmortality: It doesn't matter how many time you take down a mummy; unless you destroy its body entirely, she ''will'' rise again and go back at you. And even if you ''do'' destroy her body, her cultists can still bring her back using a ritual to get her a new one.
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* BlessedWithSuck: Mummies are basically immortal, nearly indestructible, and at high Sekhem are have powers of biblical proportion. But they can only stay awake for limited period of time in order to accomplish missions for the Judge they serve, their power gradually weaken over the time they stay in this world, and the moment it's done, they have to go back to sleep.
* {{Mummy}}: [[ExactlyWhatItSaysOnTheTin well, it is the entire point of the game]].
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[[foldercontrol]]
!Decree
When the Arisen went through the Rite of Return, they had to face the Judges of Duat, and decide which aspect of their soul defined them. These aspects, based on Egyptian Mythology, are what gave them their "Decrees": Heart (Ab), Spirit (Ba), Essence (Ka), Name (Ren) and Shadow (Sheut).


[[folder:Arisen in general]]

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[[folder:Ab]]
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[[folder:Ba]]
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[[folder:Ka]]
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[[folder:Ren]]
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[[folder:Sheut]]
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