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* BlessedWithSuck: Mummies are basically immortal, nearly indestructible, and awaken with [[PhysicalGod powers of biblical proportions]]. But they can only stay awake for limited periods of time in order to accomplish missions for the Judge they serve, their powers gradually weaken over the time they stay in this world, and the moment their purpose has been served, they have to go back to sleep until they are needed again. Not only that, but they first awaken with barely enough memory of their living self to function as as a sentient being. 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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* BlessedWithSuck: Mummies are basically immortal, [[TheAgeless immortal]], [[NightInvulnerable nearly indestructible, indestructible]], and awaken with [[PhysicalGod powers of biblical proportions]]. But they can only stay awake for limited periods of time in order to accomplish missions for the Judge they serve, their powers gradually weaken over the time they stay in this world, and the moment their purpose has been served, they have to go back to sleep until they are needed again. Not only that, but they first awaken with barely enough memory of their living self to function as as a sentient being. Oh, and they are basically the slaves of their Judges; should they try to do anything other than what they were awakened for, for (''including'' trying to recover their lost Memory), their time will run out even faster.faster than usual.
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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 can "seal" their flesh to heal even faster while temporarily protecting themselves against attacks, and recover from practically anything as long as their body isn't entirely destroyed (as in, ''nothing'' must remain of it). And if even ''that'' happens, they can resort to reincarnation through a ritual.
to:
* 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 can "seal" their flesh to heal even faster while temporarily protecting themselves against attacks, and recover from practically anything as long as their body isn't entirely destroyed (as in, ''nothing'' must remain of it).it), which is harder said than done, since most of them [[SoulJar keep their organs in jars hidden in various places as back-up]]. And if even ''that'' happens, they can resort to reincarnation through a ritual.
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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, 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 entirely, 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 her body entirely, she ''will'' rise again and go back at 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 entirely, her cultists can still bring her back using a ritual to get her a new one.
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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 can "seal" their flesh to heal even faster while temporarily protecting themselves against attacks, and recover from practically anything as long as their body isn't destroyed. And if even ''that'' happens, they can resort to reincarnation through a ritual.
to:
* 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 can "seal" their flesh to heal even faster while temporarily protecting themselves against attacks, and recover from practically anything as long as their body isn't destroyed.entirely destroyed (as in, ''nothing'' must remain of it). And if even ''that'' happens, they can resort to reincarnation through a ritual.
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[[TragicVillain And they hate]] ''[[WoobieDestroyerOfWorlds every second of it.]]''.
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[[TragicVillain And they hate]] ''[[WoobieDestroyerOfWorlds every second of it.]]''.
]]''
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* BoringButPractical: Weaponized; because they typically focus 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.
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* BoringButPractical: Weaponized; because they typically focus 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. [[BeneathNotice Which makes it all the easier for them to go unnoticed and spy on everyone.everyone]].
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* BlessedWithSuck: Even more so than Arisen. The Deceived still have the minds of their old guildmasters with them and the raw power of their divinity backing them up, but the temakh are arrogant, self-centered {{Mad Artist}}s whose alien intellect drives each and every one of the Lost Guild literally insane, and ruins any chance they have at even pretending at humanity.
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* BlessedWithSuck: Even more so than Arisen. The Deceived still have the minds of their old guildmasters with them and the raw power of their divinity backing them up, but the temakh are arrogant, self-centered {{Mad Artist}}s whose alien intellect drives each and every one of the Lost Guild literally insane, and ruins any chance they whose modifications have at even pretending at humanity.turned the Deceived's true forms into walking incarnations of the UncannyValley.
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* AnimalisticAbomination: They look more or less familiar to regular animals in that they are {{Mix And Match Critter}}s of various species, but they also are creatures that should not be, distort reality by their mere existence, and cause a BrownNote to any mortal who looks at them. Oh, and the biggest one are quite literally created by ''patching various animal bodyparts together''.
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* AnimalisticAbomination: They look more or less familiar to regular animals in that they are Being {{Mix And Match Critter}}s of various species, they have some similarities to normal animals, but they also are creatures that should not be, distort reality by their mere existence, and cause a BrownNote to any mortal who looks at them. Oh, and the biggest one ones are quite literally created by ''patching various animal bodyparts together''.
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* MixAndMatchCritter: Amkhata typically look like various animals crossed together into a single being.
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* MixAndMatchCritter: Amkhata typically look like various animals crossed combined together into a single being.
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* TakingYouWithMe: Amkhata are fueled by vermin living inside them, variably scorpions, bees, centipedes or fungus. When they die or get attacked, whatever was contained inside them gets free and attacks everything around.
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* TakingYouWithMe: Amkhata are fueled by vermin living inside them, variably scorpions, bees, centipedes or fungus.fungi. When they die or get attacked, whatever was contained inside them gets free and attacks everything around.
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* AnimalisticAbomination: They look more or less familiar to regular animals in that they are {{Mix And Match Critter}}s of various species, but they also are creatures that should not be, distort reality by their mere existence, and cause a BrownNote to any mortal who looks at them. Oh, and the biggest one are quite literally created by ''patching various animal bodyparts together''.
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* EldritchAbomination: Downplayed; they don't look quite as horrifying as the usual example of this trope, but they ''are'' creatures that should not be, distort reality by their mere existence, and cause a BrownNote to any mortal who looks at them.
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* TakingYouWithMe: Amkhata are fueled by vermin living inside them, variably scorpions, bees, centipedes or fungus. When they die, whatever was contained inside them gets free and attacks everything around.
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* TakingYouWithMe: Amkhata are fueled by vermin living inside them, variably scorpions, bees, centipedes or fungus. When they die, die or get attacked, whatever was contained inside them gets free and attacks everything around.
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The infamous sixth Guild, who for some obscure reasons forgotten by most Arisen rebelled at the end of Irem, forcing the five other Guilds to unite in order to put them down, even resorting to dark magic just to make sure they wouldn't be able to rise. Despite this, members of this Guild still exist nowadays, and are recurrent opponents to mummies.
to:
The infamous sixth Guild, who for some obscure reasons forgotten by most Arisen rebelled at the end of Irem, forcing the five other Guilds to unite in order to put them down, even resorting to dark magic just to make sure they wouldn't be able to rise. Despite this, rumors persist that members of this the Guild still exist nowadays, and survive, seeking revenge against their former compatriots.
The rumors arerecurrent opponents to mummies.
true. The Deceived still walk the world.
The rumors are
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Rather than make them the mightiest of the ascended guildmasters, the hijacking was itself hijacked (at least, they think it was hijacked) and shattered the SemiDivine bodies of the future Deceived guildmasters, binding pieces to them to the mortal members of the guild who had successfully become Arisen and blending them into inchoate masses of both personalities. As they regained their bearings, the temakh slowly realized what had happened and slowly turned wroth with rage, realizing they had been denied their chance at godhood and now were mere shadows imprisoned in the minds of their own lieutenants - and worst of all, their artistic capacity ripped from them, unable to use their shared brains to grasp the Nomenclature of TrueName magic and art so transcendent it calls down the stars themselves. But their lieutenants, however, were just as powerful as the other Arisen - if not more so, thanks to the sentient spark of divinity within each of them. In dreams and portents, the temakh gave their Guild new orders; find new art to replace what they had lost, collect the ''seba'', the semi-physical spells that serve as the Lost Guild's relics, and above all else, ''punish the Shan'iatu.''
to:
Rather than make them the mightiest of the ascended guildmasters, the hijacking was itself hijacked (at least, they think it was hijacked) and shattered the SemiDivine bodies of the future Deceived guildmasters, binding pieces to them to the mortal members of the guild who had successfully become Arisen and blending them into inchoate masses of both personalities. As they regained their bearings, the temakh slowly realized what had happened and slowly turned wroth with rage, realizing they had been denied their chance at godhood and now were mere shadows imprisoned in the minds of their own lieutenants - and worst of all, they had lost their artistic capacity ripped from them, capacity, unable to use their shared brains to grasp the Nomenclature of TrueName magic and art so transcendent it calls down the stars themselves. But their lieutenants, however, were just as powerful as the other Arisen - if not more so, thanks to the sentient spark of divinity within each of them. In dreams and portents, the temakh gave their Guild new orders; find new art to replace what they had lost, collect the ''seba'', the semi-physical spells that serve as the Lost Guild's relics, and above all else, ''punish the Shan'iatu.''
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* BodyHorror: The temakh have turned the Deceived into expressions of their art, adding whatever physical characteristics they desire to their servants' bodies, such that anyone who sees one of the Deceived immediately pings them as obviously ''[[UncannyValley wrong]]''.
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* BodyHorror: The temakh have turned the Deceived into expressions of their art, adding whatever physical characteristics they desire to their servants' bodies, such that anyone who sees one of the Deceived in their true form immediately pings them as obviously ''[[UncannyValley wrong]]''.
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* PerceptionFilter: The continued existence of the Lost Guild is rumor and legend among the Arisen, in no small part because Fate conceals the Deceived from notice, making it difficult to learn about them or find them. This is represented in-game by all Deceived getting the Enigma merit for free, and should they choose to buy dots in it, its benefits extend to their cults as well.
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* HumanResources: In the height of their power, they could literally transmute slaves into the raw materials for their industries through their alchemical secrets.
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* GrandTheftMe: Should a mummy get her body destroyed entirely or placed in a situation where it cannot rebuild itself for resurrection, she can still have her cultists reincarnate her in a new body through a ritual, either by finding someone willing to give up his body or by kidnapping a proper vessel. This usually is kept as a last resort however, [[GoneHorriblyWrong as failing the ritual results in the mummy becoming a Shuankhsen]].
* 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. And doing the second make them unkillable until they are done.
* 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. And doing the second make them unkillable until they are done.
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* GrandTheftMe: Should a mummy get her body destroyed entirely or placed in a situation where it cannot rebuild itself for resurrection, she can still have her cultists reincarnate her in a new body through a ritual, either by finding someone willing to give up his body or by kidnapping a proper vessel. This usually is kept as a last resort however, [[GoneHorriblyWrong as failing the ritual results in the mummy becoming a Shuankhsen]].
Shuankhsen]]. And even should it succeed, the mummy still has to deal with body dysmorphia, the constant sensation that the body isn't ''theirs''. The Deceived don't have to worry about becoming Shuankhsen, so they tend to be freer with body-hopping, but body dysphoria is still an issue for them.
* 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 one lethal per turn. And doing the second make makes them unkillable until they are done.
* 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''
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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 can "seal" their flesh to heal even faster while temporarly protecting themselves against attacks, and recover from practically anything as long as their body isn't destroyed. And if even ''that'' happens, they can resort to reincarnation through a ritual.
to:
* 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 can "seal" their flesh to heal even faster while temporarly temporarily protecting themselves against attacks, and recover from practically anything as long as their body isn't destroyed. And if even ''that'' happens, they can resort to reincarnation through a ritual.
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* {{Mummy}}: [[ExactlyWhatItSaysOnTheTin well, it is the entire point of the game]].
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* {{Mummy}}: [[ExactlyWhatItSaysOnTheTin well, Well, it is the entire point of the game]].
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* PersonOfMassDestruction: At high Sekhem, Mummies are essentially powerful enough to destroy everything on their way.
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* PersonOfMassDestruction: At high Sekhem, Mummies are essentially powerful enough to destroy everything on in their way.
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* SoulJar: Downplayed; whenever their body gets entirely destroyed or trapt in a way preventing them from rising again, Mummies can resurrect around one of their organs contained in various jars, with a new body regenerating around the chosen organ. The downplayed part comes from the fact destroying one of these organs won't do anything to them, aside from removing one of their back-up.
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* SoulJar: Downplayed; whenever their body gets entirely destroyed or trapt trapped in a way preventing them from rising again, Mummies can resurrect around one of their organs contained in various jars, with a new body regenerating around the chosen organ. The downplayed part comes from the fact destroying one of these organs won't do anything to them, aside from removing one of their back-up.
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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 Lion-Headed Decree, associated with Heart. Sometimes nicknamed "sphinxes", they are known to be spiteful, instinctive and passionated. passionate. They believe people are defined by their passions, making them the most human of the Arisen- Arisen - though other others frequently see them as too emotional and unreasoning.
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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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* CultOfPersonality: Their Cult Cults tend to be this, since they usually rely on their charisma to gather followers.
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* ActionHero: They value actions above everything, so they usually prefer getting things down by themselves.
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* ActionHero: They value actions above everything, so they usually prefer getting things down done by themselves.
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* UndyingLoyalty: They have a reputation of being this; since they are characterized by determination and the fact they are convinced about their role, they tend to be very reliable. However, it is worth to mention this only applies to people who are on ''their'' side; if not, then good luck convincing them of anything.
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* UndyingLoyalty: They have a reputation of being this; since they are characterized by determination and the fact they are convinced about their role, they tend to be very reliable. However, it is worth to mention mentioning this only applies to people who are on ''their'' side; if not, then good luck convincing them of anything.
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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 Serpent-headed Decree, associated with Name. Sometimes nicknamed "Whisperers", they are studious, prying and disciplined, and focus primarly on the identity- identity - the idea there's a truth to and within everything, and that this truth makes of each thing itself.
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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.
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* AwesomenessByAnalysis: Serpent-Headed believe all challenge can be met by the proper application of knowledge, and usually try to break down any problem they find until it becomes manageable.
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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.
to:
* BoringButPractical: Weaponized; because they typically focused focus 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.
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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.
* ChromeChampion: Their Guild Affinity, Divine Flesh, can be used to temporarly turn their skin into metal, effectively granting them a +2 armor bonus.
* TheFriendNobodyLikes: 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. Still, they played a major part in bringing Irem to the level it is, so they were still tolerated.
* 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. Ironically, this also means they tend to be more forgiving toward relic thieves who manage to escape them- after all, if the thief is good enough to keep it, then obviously he deserves it more than them.
* ChromeChampion: Their Guild Affinity, Divine Flesh, can be used to temporarly turn their skin into metal, effectively granting them a +2 armor bonus.
* TheFriendNobodyLikes: 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. Still, they played a major part in bringing Irem to the level it is, so they were still tolerated.
* 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. Ironically, this also means they tend to be more forgiving toward relic thieves who manage to escape them- after all, if the thief is good enough to keep it, then obviously he deserves it more than them.
to:
* AlchemyIsMagic: They could use it to transmute mundane metals into more precious ones, or even human flesh into gold and lapi-lazuli.lapis-lazuli. Their knowledge of Alchemy single-handledly made Irem the rich city it became.
* ChromeChampion: Their Guild Affinity, Divine Flesh, can be used totemporarly temporarily turn their skin into metal, effectively granting them a +2 armor bonus.
* TheFriendNobodyLikes: 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. Still, they played a major part in bringing Irem to the level itis, did, so they were still tolerated.
* 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. Ironically, this also means they tend to be more forgiving toward relic thieves who manage to escapethem- them - after all, if the thief is good enough to keep it, then obviously he deserves it more than them.
* ChromeChampion: Their Guild Affinity, Divine Flesh, can be used to
* TheFriendNobodyLikes: 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. Still, they played a major part in bringing Irem to the level it
* 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. Ironically, this also means they tend to be more forgiving toward relic thieves who manage to escape
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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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The Scribes scribes of Irem, the Sesha-Hebsu were archivists, notaries, and 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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The Priests of Irem, the Su-Menent were in charge of dealing with religious matters, practicing the Rite of Return for the Shian'iatu and generally dealing with occult matters. In modern times, they ensure the Judges are still worshipped.
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The Priests priests of Irem, the Su-Menent were in charge of dealing with religious matters, practicing the Rite of Return for the Shian'iatu Shan'iatu and generally dealing with occult matters. In modern times, they ensure the Judges are still worshipped.
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* HighPriest: Back in the time of the Nameless Empire, they were the ones leading the Judges' cult under the Shian'iatu's instructions. Nowaday, with their masters gone, they are pretty much the only cult leaders left.
* TheMedic: Their Guild Affinity, Fated Soul, increases the ability to diagnosis and heal wounds.
* TheMedic: Their Guild Affinity, Fated Soul, increases the ability to diagnosis and heal wounds.
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* HighPriest: Back in the time of the Nameless Empire, they were the ones leading the Judges' cult under the Shian'iatu's Shan'iatu's instructions. Nowaday, with their masters gone, they are pretty much the only cult leaders left.
* TheMedic: Their Guild Affinity, Fated Soul, increases the ability todiagnosis diagnose and heal wounds.
* TheMedic: Their Guild Affinity, Fated Soul, increases the ability to
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The Architect and Engineers of Irem, specialized in the creation of magical effigies. Believed to be the youngest of the Guilds, they were assembled by the Shuan'iatu with the purpose of finding new ways to advance Irem's understanding of civilization, technology and magic. In the modern day, they are fascinated by this new world and try their best to adapt to it.
to:
The Architect architects and Engineers engineers of Irem, specialized in the creation of magical effigies. Believed to be the youngest of the Guilds, they were assembled by the Shuan'iatu Shan'iatu with the purpose of finding new ways to advance Irem's understanding of civilization, technology and magic. In the modern day, they are fascinated by this new world and try their best to adapt to it.
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* PostModernMagik: Unlike most mummies, they take the mysteries of modern technology as a challenge rather than an obstacle, and are fascinated by the current world rather than frightened. Because of this, they tend to adapt fast to modern technology- but less so to modern ''culture''.
to:
* PostModernMagik: Unlike most mummies, they take the mysteries of modern technology as a challenge rather than an obstacle, and are fascinated by the current world rather than frightened. Because of this, they tend to adapt fast to modern technology- technology - but less so to modern ''culture''.
* SupernaturalSensitivity: They are particularly sensitive to the interplay of Sekhem around them, and can analyze it using their Guild Affinity.
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* SupernaturalSensitivity: They are particularly sensitive to the interplay of Sekhem around them, and can analyze it using their Guild Affinity.
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The infamous sixth Guild, who for some obscure reasons forgotten my most Arisen rebelled at the end of Irem, forcing the five other Guilds to unite in order to put them down, even resorting to dark magic just to make sure they wouldn't be able to rise. Despite this, members of this Guild still exist nowadays, and are recurrent opponents to mummies.
to:
The infamous sixth Guild, who for some obscure reasons forgotten my by most Arisen rebelled at the end of Irem, forcing the five other Guilds to unite in order to put them down, even resorting to dark magic just to make sure they wouldn't be able to rise. Despite this, members of this Guild still exist nowadays, and are recurrent opponents to mummies.
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The Akhem-Urtu, to use their proper name, were once the purest artisans of Irem; whereas all other Guilds focused on mostly practical pursuits (including the Su-Menet, who focused mostly on the direct intervention of mystical powers), the Restless Stars were patrons and purveyors of the arts and philosophy. [[UnreliableNarrator If you ask the temakh, the remnants of the Shan'iatu guildmasters' psyches]], they were by far the most important, being in effect the soul of Irem-and the source of many of its problems, since it was they who came up with the idea to [[KillTheGod kill Azar]] and resurrect him as their pawn. As the Shan'iatu began preparations for the Rite of Return, however, the Akhem-Urtu started to grow suspicious of their fellows' intent, particularly given how it seemed the other guilds did not consult them for assistance in the sacrifices needed to power it. Eventually, one interrogated Anpu, God of the Dead, and realized the truth; because it was the Restless Stars who had named Azar King when the Shan'iatu reincarnated him, so did they have the most mystical sway over that title. Just as the Rite would presumably allow the Shan'iatu to replace the Judges of Duat, said Rite would presumably also give the Akhem-Urtu [[GodOfGods authority to make themselves Judges of both Duat and the living world.]] So, they decided to hijack the Rite, and become the first among equals once again.
to:
The Akhem-Urtu, to use their proper name, were once the purest artisans of Irem; whereas all other Guilds focused on mostly practical pursuits (including the Su-Menet, who focused mostly on the direct intervention of mystical powers), the Restless Stars were patrons and purveyors of the arts and philosophy. [[UnreliableNarrator If you ask the temakh, the remnants of the Shan'iatu guildmasters' psyches]], they were by far the most important, being in effect the soul of Irem-and Irem - and the source of many of its problems, since it was they who came up with the idea to [[KillTheGod kill Azar]] and resurrect him as their pawn. As the Shan'iatu began preparations for the Rite of Return, however, the Akhem-Urtu started to grow suspicious of their fellows' intent, particularly given how it seemed the other guilds did not consult them for assistance in the sacrifices needed to power it. Eventually, one interrogated Anpu, God of the Dead, and realized the truth; because it was the Restless Stars who had named Azar King when the Shan'iatu reincarnated him, so did they have the most mystical sway over that title. Just as the Rite would presumably allow the Shan'iatu to replace the Judges of Duat, said Rite would presumably also give the Akhem-Urtu [[GodOfGods authority to make themselves Judges of both Duat and the living world.]] So, they decided to hijack the Rite, and become the first among equals once again.
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Rather than make them the mightiest of the ascended guildmasters, the hijacking was itself hijacked (at least, they think it was hijacked) and shattered the SemiDivine bodies of the future Deceived guildmasters, binding pieces to them to the mortal members of the guild who had successfully become Arisen and blending them into inchoate masses of both personalities. As they regained their bearings, the temakh slowly realized what had happened and slowly turned wroth with rage, realizing they had been denied their chance at godhood and now were mere shadows imprisoned in the minds of their own lieutenants-and worst of all, their artistic capacity ripped from them, unable to use their shared brains to grasp the Nomenclature of TrueName magic and art so transcendent it calls down the stars themselves. But their lieutenants, however, were just as powerful as the other Arisen-if not more so, for the sentient spark of divinity within each of them. In dreams and portents, the temakh gave their Guild new orders; find new art to replace what they had lost, collect the ''seba'', the semi-physical spells that serve as the Lost Guild's relics, and above all else, ''punish the Shan'iatu.''
to:
Rather than make them the mightiest of the ascended guildmasters, the hijacking was itself hijacked (at least, they think it was hijacked) and shattered the SemiDivine bodies of the future Deceived guildmasters, binding pieces to them to the mortal members of the guild who had successfully become Arisen and blending them into inchoate masses of both personalities. As they regained their bearings, the temakh slowly realized what had happened and slowly turned wroth with rage, realizing they had been denied their chance at godhood and now were mere shadows imprisoned in the minds of their own lieutenants-and lieutenants - and worst of all, their artistic capacity ripped from them, unable to use their shared brains to grasp the Nomenclature of TrueName magic and art so transcendent it calls down the stars themselves. But their lieutenants, however, were just as powerful as the other Arisen-if Arisen - if not more so, for thanks to the sentient spark of divinity within each of them. In dreams and portents, the temakh gave their Guild new orders; find new art to replace what they had lost, collect the ''seba'', the semi-physical spells that serve as the Lost Guild's relics, and above all else, ''punish the Shan'iatu.''
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* AndIMustScream: A Deceived does not have the docile rest of menet, no. Rather, they have ''henet'', which is to say their soul is cast of their body and spends ''the entire sleeping cycle'' running from her own temakh, lest she be sealed in her own body and sealed within a nightmare until she wakes up again. It really says something about how miserable the Akhem-Urtu's situation is that many of them ''prefer'' henet, since at least in henet they're ''sane.''
to:
* AndIMustScream: A Deceived does not have the docile rest of menet, no. Rather, they have ''henet'', which is to say their soul is cast out of their body and spends ''the entire sleeping cycle'' running from her own temakh, lest she be sealed in her own body and sealed within a nightmare until she wakes up again. It really says something about how miserable the Akhem-Urtu's situation is that many of them ''prefer'' henet, since at least in henet they're ''sane.''
* BodyHorror: The temakh have turned the Deceived into expressions of their art, adding whatever physical characteristics they desire to their servants' bodies, such that anyone who sees one of the Deceived immediately pings them as obviously ''[[UncannyValley wrong]]''.
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* MadArtist: The temakh are ''inventors'' of the concept of art, and none of them are precisely sane-something that is passed down to their hosts.
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* CompleteImmortality: The Arisen are immortal, but finite - if they're forgotten, they won't come back. The Deceived are ''eternal'' - if their body is destroyed and they have no cult, Fate will summon them into an intact corpse at the next Sothic Turn. If no intact corpse is available, then a fragment will be used instead. If all trace of humanity is scoured from existence, they'll ''still'' come back.
* MadArtist: The temakh are ''inventors'' of the concept of art, and none of them are preciselysane-something sane - something that is passed down to their hosts.hosts.
* NeverMyFault: The temakh claim they were completely undeserved victims of betrayal. As shown by their backstory, they were planning to betray the Shan'iatu themselves and it's entirely possible that the others were acting in self-defense, assuming their current state isn't a product of getting too greedy and the others had no idea.
* MadArtist: The temakh are ''inventors'' of the concept of art, and none of them are precisely
* NeverMyFault: The temakh claim they were completely undeserved victims of betrayal. As shown by their backstory, they were planning to betray the Shan'iatu themselves and it's entirely possible that the others were acting in self-defense, assuming their current state isn't a product of getting too greedy and the others had no idea.
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* ReptilesAreAbhorrent: Subverted. The Guilds think all members of the Deceived are Serpent-Headed, but in truth they're an entire different species of mummy than Arisen who all happen to have Ren as their primary Pillar.
* NeverMyFault: The temakh claim they were completely undeserved victims of betrayal. As shown by their backstory, they were planning to betray the Shan'iatu themselves and it's entirely possible that the others were acting in self-defense, assuming their current state isn't a product of getting too greedy and the others had no idea.
* NeverMyFault: The temakh claim they were completely undeserved victims of betrayal. As shown by their backstory, they were planning to betray the Shan'iatu themselves and it's entirely possible that the others were acting in self-defense, assuming their current state isn't a product of getting too greedy and the others had no idea.
to:
* ReptilesAreAbhorrent: Subverted. The Guilds think all members of the Deceived are Serpent-Headed, but in truth they're an entire a different species type of mummy than Arisen who all happen to have Ren as their primary Pillar.
* NeverMyFault: The temakh claim they were completely undeserved victims of betrayal. As shown by their backstory, they were planning to betray the Shan'iatu themselves and it's entirely possible that the others were acting in self-defense, assuming their current state isn't a product of getting too greedy and the others had no idea.Pillar.
* NeverMyFault: The temakh claim they were completely undeserved victims of betrayal. As shown by their backstory, they were planning to betray the Shan'iatu themselves and it's entirely possible that the others were acting in self-defense, assuming their current state isn't a product of getting too greedy and the others had no idea.
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First created during the earlier times of Irem's discovery of magic, Amkhata are grotesque animal anomalies, [[MixAndMatchCritter looking like amalgams of various beasts]], which are either born from wasted Sekhem or unholy rituals. They usually exist in a state known as "amxaibit" ("in shadow"), where they are immaterial beings similar to [[TabletopGame/GeistTheSinEaters ghosts]] and [[TabletopGame/WerewolfTheForsaken spirits]], but whenever they manage to feed on the proper occult energies (''especially'' Sekhem), they can become "amxuti" ("in between the two horizons") and turn tangible. This makes them painfully problematic to Arisen, since they go on their way to drain Relics from their energy.
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First created during the earlier times of Irem's discovery of magic, Amkhata are grotesque animal anomalies, [[MixAndMatchCritter looking like amalgams of various beasts]], which are either born from wasted Sekhem or unholy rituals. They usually exist in a state known as "amxaibit" ("in shadow"), where they are immaterial beings similar to [[TabletopGame/GeistTheSinEaters ghosts]] and [[TabletopGame/WerewolfTheForsaken spirits]], but whenever they manage to feed on the proper occult energies (''especially'' Sekhem), they can become "amxuti" ("in between the two horizons") and turn tangible. This makes them painfully problematic to Arisen, since they go on their way seek out Relics to drain Relics from them of their energy.
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* EldritchAbomination: Downplayed; they don't look quite as horrifying as the usual example of this trope, but they ''are'' creatures that should not be, distord reality by their mere existence, and cause a BrownNote to any mortal who looks at them.
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* EldritchAbomination: Downplayed; they don't look quite as horrifying as the usual example of this trope, but they ''are'' creatures that should not be, distord distort reality by their mere existence, and cause a BrownNote to any mortal who looks at them.
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* MadeOfIron: When fighting mortals; no matter what kind of weapon humans bring to the fight, ''any'' attack they strike them with will only inflict 1 bashing damage. Against supernaturals attacks and Mummies, they suffer lethal damages as normal.
to:
* MadeOfIron: When fighting mortals; no matter what kind of weapon humans bring to the fight, ''any'' attack they strike them with will only inflict 1 bashing damage. damage (unless they have a nuke, which makes the Amkhata lose all stored occult energy and forces them into amxaibit, or a relic, which does lethal damages, neither of which is particularly likely). Against supernaturals supernaturally-infused attacks and Mummies, they suffer lethal damages as normal.
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* TakingYouWithMe: Amkhata are fueled by vermins living inside them, variably scorpions, bees, centipedes or fungus. When they die, whatever was contained inside them gets free and attacks everything around.
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* TakingYouWithMe: Amkhata are fueled by vermins vermin living inside them, variably scorpions, bees, centipedes or fungus. When they die, whatever was contained inside them gets free and attacks everything around.
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The Arisen's {{Evil Counterpart}}s. Shuankhsen were members of Irem's underclass who were offered by the Shan'iatu to Ammut, the Great Devourer, as part of the price to develop the Rite of Return. Since then however Ammut has abused this ability, sending them to the living world so they could be killed and devoured by her again. This has eventually allowed her to develop an interest for devouring life itself, and she has started using them as minions to do so.
to:
The Arisen's {{Evil Counterpart}}s. Shuankhsen were members of Irem's underclass who were offered by the Shan'iatu to Ammut, the Great Devourer, as part of the price to develop the Rite of Return. Since then however then, however, Ammut has abused this ability, sending them to the living world so they could be killed and devoured by her again. This has eventually allowed her to develop an interest for devouring life itself, and she has started using them as minions to do so.
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* CannibalismSuperpower: Their main feature; Ammut gave them the ability to steal Sekhem from concious beings by literally eating them.
to:
* CannibalismSuperpower: Their main feature; Ammut gave them the ability to steal Sekhem from concious conscious beings by literally eating them.
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* EvilCounterpart: Like the Arisen, they were created by the Shan'iatu through a ritual and offered to the service of a Judge. However, said Judge is even more unstable than the other ones, and she uses them as minions to try to devour life itself. Arisen who fail the ritual of reincarnation typically become Shuankhsen.
* GameFace: While they usually look the same as regular mummies, and as such have a humanoid face, they possess the ability to shapeshift their head into Ammut's face, gaining its wide, sharp-toothed jaws to devour Arisens with them.
* GameFace: While they usually look the same as regular mummies, and as such have a humanoid face, they possess the ability to shapeshift their head into Ammut's face, gaining its wide, sharp-toothed jaws to devour Arisens with them.
to:
* EvilCounterpart: Like the Arisen, they were created by the Shan'iatu through a ritual and offered to the service of a Judge. However, said Judge is even more unstable than the other ones, and she uses them as minions to try to devour life itself. Arisen who fail the ritual of reincarnation typically become Shuankhsen.
Shuankhsen. The Deceived, however, do ''not'' - their nature prevents it.
* GameFace: While they usually look the same as regular mummies, and as such have a humanoid face, they possess the ability to shapeshift their head into Ammut's face, gaining its wide, sharp-toothed jaws to devourArisens Arisen with them.
* GameFace: While they usually look the same as regular mummies, and as such have a humanoid face, they possess the ability to shapeshift their head into Ammut's face, gaining its wide, sharp-toothed jaws to devour
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* PunchClockVillain: When it comes to serving the Devourer-they don't actually ''like'' Ammut, but keeping her fed is the only way to stay alive and avoid being feasted on by her again. Averted when it comes to the Arisen, however; they have several millennia worth of grudges to work out with the Deathless.
* ScarsAreForever: They always keep scars reflecting the wounds and mutilations they were inflicted in order to be killed. [[UpToEleven Even if you make them move to another body, the scars will immediately form on it]].
* ScarsAreForever: They always keep scars reflecting the wounds and mutilations they were inflicted in order to be killed. [[UpToEleven Even if you make them move to another body, the scars will immediately form on it]].
to:
* PunchClockVillain: When it comes to serving the Devourer-they Devourer - they don't actually ''like'' Ammut, but keeping her fed is the only way to stay alive and avoid being feasted on by her again. Averted when it comes to the Arisen, however; they have several millennia worth of grudges to work out with the Deathless.
* ScarsAreForever: They always keep scars reflecting the wounds and mutilationsthey were inflicted in order to be killed.that killed them. [[UpToEleven Even if you make them move to another body, the scars will immediately form on it]].
* ScarsAreForever: They always keep scars reflecting the wounds and mutilations
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Most Mummies form cults to serve them, using them as both as minions, contacts, support, and a mean to help them adapt to the modern world. These usually consist in secret groups of humans who form around a mummy and dedicate themselves to helping her, though not all members will always know about it. In time of need, they can also use rites to awake their master.
to:
Most Mummies form cults to serve them, using them as both as minions, contacts, support, and a mean means to help them adapt to the modern world. These usually consist in of secret groups of humans who form around a mummy and dedicate themselves to helping her, though not all members will always know about it. In time of need, they can also use rites to awake their master.
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* AncientConspiracy: The "Conspiracy" type of Cult is designed to fit this archetype, consisting in various people working through passwords and other tricks. They tend to be the most efficient cults when it comes to acting illegally and behind the scene.
* TheChurch: "Tribes", the oldest type of Cults, are organized religious groups where the Mummy presents herself as a prophet of some sort providing them with moral rules to follow. Unlike the other two types, all members usually know about their master, and they tend to have a good balance of legal and illegal influences, but require more intimate attention from the Mummy's part.
* TheChurch: "Tribes", the oldest type of Cults, are organized religious groups where the Mummy presents herself as a prophet of some sort providing them with moral rules to follow. Unlike the other two types, all members usually know about their master, and they tend to have a good balance of legal and illegal influences, but require more intimate attention from the Mummy's part.
to:
* AncientConspiracy: The "Conspiracy" type of Cult is designed to fit this archetype, consisting in of various people working through passwords and other tricks. They tend to be the most efficient cults when it comes to acting illegally and behind the scene.
* TheChurch: "Tribes", the oldest type of Cults, are organized religious groups where the Mummy presents herself as a prophet of some sort providing them with moral rules to follow. Unlike the other two types, all members usually know about their master, and they tend to have a good balance of legal and illegal influences, but require more intimate attentionfrom on the Mummy's part.
* TheChurch: "Tribes", the oldest type of Cults, are organized religious groups where the Mummy presents herself as a prophet of some sort providing them with moral rules to follow. Unlike the other two types, all members usually know about their master, and they tend to have a good balance of legal and illegal influences, but require more intimate attention
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A powerful company who studies Mummies and everything related to them, trying to make profit out of it.
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A powerful company who studies study Mummies and everything related to them, trying to make profit out of it.
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* CorruptCorporateExecutive: The entire company is in great part motivated by Corporate greed, and won't hesitate to use questionable methods such as selling Sekhem-based medicine to build themselves a reputation, then keep selling the same product without Sekhem so it will be cheaper.
to:
* AncientConspiracy: They trace their origins back to a mummy cult founded in Ptolemaic Egypt, though they only became a corporation after World War II.
* CorruptCorporateExecutive: The entire company is in great part motivated byCorporate corporate greed, and won't hesitate to use questionable methods such as selling Sekhem-based medicine to build themselves a reputation, then keep selling the same product without Sekhem so it will be cheaper.
* CorruptCorporateExecutive: The entire company is in great part motivated by
Changed line(s) 237 (click to see context) from:
* PetTheDog: One of the products created by LDI can be used to cure HIV if applied fast enough, and is currently selled back in Africa. The book makes it perfectly clear there is no sinister motive behind this - the Three Gentlemen are genuinely appalled by the AIDS situation.
to:
* PetTheDog: One of the products created by LDI can be used to cure HIV if applied fast enough, and is currently selled sold back in Africa. The book makes it perfectly clear there is no sinister motive behind this - the Three Gentlemen are genuinely appalled by the AIDS situation.
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* ReallySevenHundredYearsOld: The LDI founding members, known as the Three Gentlemen, have been able to survive to this day by using ImmortalityInducer produced from Sekhem.
to:
* ReallySevenHundredYearsOld: The LDI founding members, known as the Three Gentlemen, have been able to survive to this day by using an ImmortalityInducer produced from Sekhem.
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Ammut is female.
Changed line(s) 201 (click to see context) from:
The Arisen's {{Evil Counterpart}}s. Shuankhsen were members of Irem's underclass who were offered by the Shan'iatu to Ammut, the Great Devourer, as part of the price to develop the Rite of Return. Since then however Ammut has abused this ability, sending them to the living world so they could be killed and devoured by him again. This has eventually allowed him to develop an interest for devouring life itself, and he has started using them as minions to do so.
to:
The Arisen's {{Evil Counterpart}}s. Shuankhsen were members of Irem's underclass who were offered by the Shan'iatu to Ammut, the Great Devourer, as part of the price to develop the Rite of Return. Since then however Ammut has abused this ability, sending them to the living world so they could be killed and devoured by him her again. This has eventually allowed him her to develop an interest for devouring life itself, and he she has started using them as minions to do so.
** MorphicResonance: Their new bodies always develop elements of their original appearance and features to suggest what originally killed them.
* DangerousForbiddenTechnique: Bane Affinities, the powers they develop through Ammut's selective nibbling of them, are always very powerful, but deactivate if their owner is moral enough and come with a dire price tag of a curse.
* EvilCounterpart: Like the Arisen, they were created by the Shan'iatu through a ritual and offered to the service of a Judge. However, said Judge is even more unstable than the other ones, and she uses them as minions to try to devour life itself. Arisen who fail the ritual of reincarnation typically become Shuankhsen.
* EvilCounterpart: Like the Arisen, they were created by the Shan'iatu through a ritual and offered to the service of a Judge. However, said Judge is even more unstable than the other ones, and she uses them as minions to try to devour life itself. Arisen who fail the ritual of reincarnation typically become Shuankhsen.
Deleted line(s) 207 (click to see context) :
* EvilCounterpart: Like the Arisen, they were created by the Shan'iatu through a ritual and offered to the service of a Judge. However, said Judge is even more unstable than the other ones, and he uses them as minions to try to devour life itself. Arisen who fail the ritual of reincarnation typically become Shuankhsen.
Changed line(s) 209,210 (click to see context) from:
* ScarsAreForever: They always keep scars reflecting the wounds and mutilations they were inflicted in order to be killed. [[UpToEleven Even if you make them move to another body, the scars will immediatly form on it]].
to:
* PunchClockVillain: When it comes to serving the Devourer-they don't actually ''like'' Ammut, but keeping her fed is the only way to stay alive and avoid being feasted on by her again. Averted when it comes to the Arisen, however; they have several millennia worth of grudges to work out with the Deathless.
* ScarsAreForever: They always keep scars reflecting the wounds and mutilations they were inflicted in order to be killed. [[UpToEleven Even if you make them move to another body, the scars willimmediatly immediately form on it]].
* ScarsAreForever: They always keep scars reflecting the wounds and mutilations they were inflicted in order to be killed. [[UpToEleven Even if you make them move to another body, the scars will
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Added DiffLines:
* PragmaticVillainy: Two of their branches, the Killwarden Fund (which deals with protecting endangered species) and their transport branch, actually are covers to hide amoral activities -- respectively creating Amkhata and crafting poisons to use against the Arisen's cults. However, both actually branches focus most of their efforts and resources on their official tasks with only a very small part of them doing their real activities, as this makes it harder to unmask them.
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None
* HomeFieldAdvantage: For obvious reasons, a Cult's influence tends to be much stronger when close to their Mummy's Tomb.
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* {{Mooks}}: If needed, a Mummy can order her Cultists to grab weapons and fight by her side.
* WeHaveReserves: [[AvertedTrope Averted]]; It is preferable to ''not'' sacrifice your cultists randomly, as their death can cause the entire cult to lose influence and members due to the negative effect on their moral.
* WeHaveReserves: [[AvertedTrope Averted]]; It is preferable to ''not'' sacrifice your cultists randomly, as their death can cause the entire cult to lose influence and members due to the negative effect on their moral.
to:
* {{Mooks}}: If needed, a Mummy can order her Cultists to grab weapons and fight by her side.
side, though they usually are more useful for their influence and the social support they bring.
* WeHaveReserves: [[AvertedTrope Averted]]; It is preferable to ''not'' sacrifice your cultists randomly, as their death can cause the entire cult to lose influence and members due to the negative effect on theirmoral.
moral. Mummies typically consider using their cult as an army unwise, and keep it as a last resort.
* WeHaveReserves: [[AvertedTrope Averted]]; It is preferable to ''not'' sacrifice your cultists randomly, as their death can cause the entire cult to lose influence and members due to the negative effect on their
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* BlessedWithSuck: Mummies are basically immortal, nearly indestructible, and at high Sekhem have powers of biblical proportions. But they can only stay awake for limited periods of time in order to accomplish missions for the Judge they serve, their powers gradually weaken over the time they stay in this world, and the moment it's done, they have to go back to sleep. Not only that, but they first awaken with barely enough memory of their living self to function as as a sentient being. 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.
to:
* BlessedWithSuck: Mummies are basically immortal, nearly indestructible, and at high Sekhem have awaken with [[PhysicalGod powers of biblical proportions. proportions]]. But they can only stay awake for limited periods of time in order to accomplish missions for the Judge they serve, their powers gradually weaken over the time they stay in this world, and the moment it's done, their purpose has been served, they have to go back to sleep.sleep until they are needed again. Not only that, but they first awaken with barely enough memory of their living self to function as as a sentient being. 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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* 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.
* ImmuneToBullets: Unless you use explosive munitions, guns can only inflict bashing damages to Mummies.
* ImmuneToBullets: Unless you use explosive munitions, guns can only inflict bashing damages to Mummies.
to:
* HumanoidAbomination: What mummies are in essence; they are not just walking corpses, they are remains of a corpses corpse merged with a reconstitution of their soul. This is the reason their body, or sahu as they call it, can repair itself.
* ImmuneToBullets: Unless you use explosive munitions, guns can only inflict bashing damages toMummies.Mummies, which will heal in a few seconds.
* ImmuneToBullets: Unless you use explosive munitions, guns can only inflict bashing damages to
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* SoulJar: Downplayed; whenever their body gets entirely destroyed or trapt in a way preventing them from rising again, Mummies can resurrect around one of their organs contained in various jars, with a new body regenerating around the chosen organ. The downplayed part comes from the fact destroying one of these organs won't do anything to them, aside from removing one of their back-up.
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[[TragicVillain And they hate]] ''[[WoobieDestroyerOfWorlds every second of it.]]''.
The Akhem-Urtu, to use their proper name, were once the purest artisans of Irem; whereas all other Guilds focused on mostly practical pursuits (including the Su-Menet, who focused mostly on the direct intervention of mystical powers), the Restless Stars were patrons and purveyors of the arts and philosophy. [[UnreliableNarrator If you ask the temakh, the remnants of the Shan'iatu guildmasters' psyches]], they were by far the most important, being in effect the soul of Irem-and the source of many of its problems, since it was they who came up with the idea to [[KillTheGod kill Azar]] and resurrect him as their pawn. As the Shan'iatu began preparations for the Rite of Return, however, the Akhem-Urtu started to grow suspicious of their fellows' intent, particularly given how it seemed the other guilds did not consult them for assistance in the sacrifices needed to power it. Eventually, one interrogated Anpu, God of the Dead, and realized the truth; because it was the Restless Stars who had named Azar King when the Shan'iatu reincarnated him, so did they have the most mystical sway over that title. Just as the Rite would presumably allow the Shan'iatu to replace the Judges of Duat, said Rite would presumably also give the Akhem-Urtu [[GodOfGods authority to make themselves Judges of both Duat and the living world.]] So, they decided to hijack the Rite, and become the first among equals once again.
[[GoneHorriblyWrong It didn't work out that way.]]
Rather than make them the mightiest of the ascended guildmasters, the hijacking was itself hijacked (at least, they think it was hijacked) and shattered the SemiDivine bodies of the future Deceived guildmasters, binding pieces to them to the mortal members of the guild who had successfully become Arisen and blending them into inchoate masses of both personalities. As they regained their bearings, the temakh slowly realized what had happened and slowly turned wroth with rage, realizing they had been denied their chance at godhood and now were mere shadows imprisoned in the minds of their own lieutenants-and worst of all, their artistic capacity ripped from them, unable to use their shared brains to grasp the Nomenclature of TrueName magic and art so transcendent it calls down the stars themselves. But their lieutenants, however, were just as powerful as the other Arisen-if not more so, for the sentient spark of divinity within each of them. In dreams and portents, the temakh gave their Guild new orders; find new art to replace what they had lost, collect the ''seba'', the semi-physical spells that serve as the Lost Guild's relics, and above all else, ''punish the Shan'iatu.''
Since the Shan'iatu are rather hard to reach, the Deceived have settled for the next best thing: Their servants.
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* ReptilesAreAbhorrent: All members of the Deceived are Serpent-Headed.
* SixthRangerTraitor: In their backstory, they used to be the sixth Guild in Irem, until they betrayed the others for some unclear reason.
* SixthRangerTraitor: In their backstory, they used to be the sixth Guild in Irem, until they betrayed the others for some unclear reason.
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* AndIMustScream: A Deceived does not have the docile rest of menet, no. Rather, they have ''henet'', which is to say their soul is cast of their body and spends ''the entire sleeping cycle'' running from her own temakh, lest she be sealed in her own body and sealed within a nightmare until she wakes up again. It really says something about how miserable the Akhem-Urtu's situation is that many of them ''prefer'' henet, since at least in henet they're ''sane.''
* BlessedWithSuck: Even more so than Arisen. The Deceived still have the minds of their old guildmasters with them and the raw power of their divinity backing them up, but the temakh are arrogant, self-centered {{Mad Artist}}s whose alien intellect drives each and every one of the Lost Guild literally insane, and ruins any chance they have at even pretending at humanity.
* BlueAndOrangeMorality: The Shan'iatu were demigods who lacked the basal impulses of Vice, but that also blunted their capacity for empathy with humans. While the Deceived have normal Virtues and Vices, they also have their temakh's own Virtue, which is something completely different from human norms.
* BrownNote: The Lost Guild possesses their individual temakh's mystical mastery of their respective art form, allowing them to influence emotion simply by giving a really good performance of said art.
* MadArtist: The temakh are ''inventors'' of the concept of art, and none of them are precisely sane-something that is passed down to their hosts.
* PunchClockVillain: The human part of a Deceived is, despite their bluster, an unwilling partner the vast majority of the time, and would like nothing more than to hold on to what's left of his sanity for dear life.
* RageAgainstTheHeavens: The temakh think that the current Judges are actually the ascended Shan'iatu, and so go out of their way to blaspheme them and work against their designs. Even if that wasn't the case, the Su-Menet are the primary Guild they blame for their miserable state, and so they blaspheme to piss off their nemeses.
* ReptilesAreAbhorrent:All Subverted. The Guilds think all members of the Deceived are Serpent-Headed.
Serpent-Headed, but in truth they're an entire different species of mummy than Arisen who all happen to have Ren as their primary Pillar.
* NeverMyFault: The temakh claim they were completely undeserved victims of betrayal. As shown by their backstory, they were planning to betray the Shan'iatu themselves and it's entirely possible that the others were acting in self-defense, assuming their current state isn't a product of getting too greedy and the others had no idea.
* SixthRangerTraitor: In their backstory, they used to be the sixth Guild in Irem, untilthey their guildmasters were betrayed by the others for some unclear reason.
other Shan'iatu (or possibly had their own betrayal found out).
* WoobieDestroyerOfWorlds: Not so much the vain, self-centered temakh, but the unfortunate human soul stapled to it. None of ''them'' asked to have the Rite go so hideously wrong and force them to play as eternal, mentally-disturbed toady of a crazy demigod.
* BlessedWithSuck: Even more so than Arisen. The Deceived still have the minds of their old guildmasters with them and the raw power of their divinity backing them up, but the temakh are arrogant, self-centered {{Mad Artist}}s whose alien intellect drives each and every one of the Lost Guild literally insane, and ruins any chance they have at even pretending at humanity.
* BlueAndOrangeMorality: The Shan'iatu were demigods who lacked the basal impulses of Vice, but that also blunted their capacity for empathy with humans. While the Deceived have normal Virtues and Vices, they also have their temakh's own Virtue, which is something completely different from human norms.
* BrownNote: The Lost Guild possesses their individual temakh's mystical mastery of their respective art form, allowing them to influence emotion simply by giving a really good performance of said art.
* MadArtist: The temakh are ''inventors'' of the concept of art, and none of them are precisely sane-something that is passed down to their hosts.
* PunchClockVillain: The human part of a Deceived is, despite their bluster, an unwilling partner the vast majority of the time, and would like nothing more than to hold on to what's left of his sanity for dear life.
* RageAgainstTheHeavens: The temakh think that the current Judges are actually the ascended Shan'iatu, and so go out of their way to blaspheme them and work against their designs. Even if that wasn't the case, the Su-Menet are the primary Guild they blame for their miserable state, and so they blaspheme to piss off their nemeses.
* ReptilesAreAbhorrent:
* NeverMyFault: The temakh claim they were completely undeserved victims of betrayal. As shown by their backstory, they were planning to betray the Shan'iatu themselves and it's entirely possible that the others were acting in self-defense, assuming their current state isn't a product of getting too greedy and the others had no idea.
* SixthRangerTraitor: In their backstory, they used to be the sixth Guild in Irem, until
* WoobieDestroyerOfWorlds: Not so much the vain, self-centered temakh, but the unfortunate human soul stapled to it. None of ''them'' asked to have the Rite go so hideously wrong and force them to play as eternal, mentally-disturbed toady of a crazy demigod.
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* TakingYouWithMe: Amkhata are fueled by vermins living inside them, variably scorpions, bees, centipedes or fungus. When they die, whatever was contained inside them gets free and attacks everything around.
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* TheDeterminator: They are near-unable to change their mind, meaning they become implacable in the pursuit of their goal once they have one. A Bull-headed will focus deeply on his objective and let nothing shake him.
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* TheDeterminator: {{Determinator}}: They are near-unable to change their mind, meaning they become implacable in the pursuit of their goal once they have one. A Bull-headed will focus deeply on his objective and let nothing shake him.
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* PostModernMagic: Unlike most mummies, they take the mysteries of modern technology as a challenge rather than an obstacle, and are fascinated by the current world rather than frightened. Because of this, they tend to adapt fast to modern technology- but less so to modern ''culture''.
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* PostModernMagic: PostModernMagik: Unlike most mummies, they take the mysteries of modern technology as a challenge rather than an obstacle, and are fascinated by the current world rather than frightened. Because of this, they tend to adapt fast to modern technology- but less so to modern ''culture''.
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* PostModernMagic: They are trying to do this with Irem magic, creating new products out of Relics, Sekhem, Amkhata and everything else they can find regarding Irem.
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* PostModernMagic: PostModernMagik: They are trying to do this with Irem magic, creating new products out of Relics, Sekhem, Amkhata and everything else they can find regarding Irem.
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* BodySurf: Unlike Arisen, Shuankhsen like the ability to form a Sahu of their own. So they come back by reincarnating into nearby corpses instead.
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* BodySurf: Unlike Arisen, Shuankhsen like lack the ability to form a Sahu of their own. So they come back by reincarnating into nearby corpses instead.
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* NightInvulnerable: As long as she is "sealing the flesh", a Mummy ''cannot'' be killed even temporarly, no matter how much damage she takes.
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* NightInvulnerable: NighInvulnerable: As long as she is "sealing the flesh", a Mummy ''cannot'' be killed even temporarly, no matter how much damage she takes.
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* UndyingLoyalty: A major part of their belief is that you owe complete obedience to the Judges. [[spoiler:In practice, some of them have started to question this somewhat in present days.]]
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* NervesOfSteel: A requirement back in Irem to join the Guild; members of the Su-Menent had to be able to stomach the bizarre and often gory experiences practiced by the Shian'iatu in the development of the Rite of Return.
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* FearlessUndead: Even by Mummies' standards, they are near-impossible to frighten. Their Affinity allows them to treat any attempt to scare them as a failure.
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* NervesOfSteel: Even by Mummies' standards, they are near-impossible to frighten. Their Affinity allows them to treat any attempt to scare them as a failure.
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* PetTheDog: One of the products created by LDI can be used to cure HIV if applied fast enough, and is currently selled back in Africa. The book makes it perfectly clear there is no sinister motive behind this - the Three Gentlemen are genuinely appalled by the AIDS situation.
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* ReallySevenHundredYearsOld: The LDI founding members, known as the Three Gentlemen, have been able to survive to this day by using ImmortalityInducer produced from Sekhem.
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[[/folder]]
[[folder:Last Dynasty International]]
A powerful company who studies Mummies and everything related to them, trying to make profit out of it.
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* CorruptCorporateExecutive: The entire company is in great part motivated by Corporate greed, and won't hesitate to use questionable methods such as selling Sekhem-based medicine to build themselves a reputation, then keep selling the same product without Sekhem so it will be cheaper.
* MegaCorp: They are a powerful corporation with agents all over the world.
* PostModernMagic: They are trying to do this with Irem magic, creating new products out of Relics, Sekhem, Amkhata and everything else they can find regarding Irem.
[[folder:Last Dynasty International]]
A powerful company who studies Mummies and everything related to them, trying to make profit out of it.
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* CorruptCorporateExecutive: The entire company is in great part motivated by Corporate greed, and won't hesitate to use questionable methods such as selling Sekhem-based medicine to build themselves a reputation, then keep selling the same product without Sekhem so it will be cheaper.
* MegaCorp: They are a powerful corporation with agents all over the world.
* PostModernMagic: They are trying to do this with Irem magic, creating new products out of Relics, Sekhem, Amkhata and everything else they can find regarding Irem.
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* TheChurch: Tribes, the oldest type of Cults, are organized religious groups where the Mummy presents herself as a prophet of some sort providing them with moral rules to follow. Unlike the other two types, all members usually know about their master, and they tend to have a good balance of legal and illegal influences, but require more intimate attention from the Mummy's part.
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* TheChurch: Tribes, "Tribes", the oldest type of Cults, are organized religious groups where the Mummy presents herself as a prophet of some sort providing them with moral rules to follow. Unlike the other two types, all members usually know about their master, and they tend to have a good balance of legal and illegal influences, but require more intimate attention from the Mummy's part.
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* {{Mooks}}: If needed, a Mummy can order her Cultists to grab weapons and fight by her side.
* WeHaveReserves: [[AvertedTrope Averted]]; It is preferable to ''not'' sacrifice your cultists randomly, as their death can cause the entire cult to lose influence and members due to the negative effect on their moral.
* WeHaveReserves: [[AvertedTrope Averted]]; It is preferable to ''not'' sacrifice your cultists randomly, as their death can cause the entire cult to lose influence and members due to the negative effect on their moral.
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[[/folder]]
!Human factions
[[folder:Cults]]
Most Mummies form cults to serve them, using them as both as minions, contacts, support, and a mean to help them adapt to the modern world. These usually consist in secret groups of humans who form around a mummy and dedicate themselves to helping her, though not all members will always know about it. In time of need, they can also use rites to awake their master.
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* AncientConspiracy: The "Conspiracy" type of Cult is designed to fit this archetype, consisting in various people working through passwords and other tricks. They tend to be the most efficient cults when it comes to acting illegally and behind the scene.
* TheChurch: Tribes, the oldest type of Cults, are organized religious groups where the Mummy presents herself as a prophet of some sort providing them with moral rules to follow. Unlike the other two types, all members usually know about their master, and they tend to have a good balance of legal and illegal influences, but require more intimate attention from the Mummy's part.
* {{Cult}}: [[ExactlyWhatItSaysOnTheTin Duh.]]
* MegaCorp: "Enterprises" are cults who over the course of centuries have evolved into legitimate corporations with an actual business as a facade for their true purpose. Because of this, they usually are the richest of the three types and have the best influence in the modern world when it comes to acting legally.
!Human factions
[[folder:Cults]]
Most Mummies form cults to serve them, using them as both as minions, contacts, support, and a mean to help them adapt to the modern world. These usually consist in secret groups of humans who form around a mummy and dedicate themselves to helping her, though not all members will always know about it. In time of need, they can also use rites to awake their master.
----
* AncientConspiracy: The "Conspiracy" type of Cult is designed to fit this archetype, consisting in various people working through passwords and other tricks. They tend to be the most efficient cults when it comes to acting illegally and behind the scene.
* TheChurch: Tribes, the oldest type of Cults, are organized religious groups where the Mummy presents herself as a prophet of some sort providing them with moral rules to follow. Unlike the other two types, all members usually know about their master, and they tend to have a good balance of legal and illegal influences, but require more intimate attention from the Mummy's part.
* {{Cult}}: [[ExactlyWhatItSaysOnTheTin Duh.]]
* MegaCorp: "Enterprises" are cults who over the course of centuries have evolved into legitimate corporations with an actual business as a facade for their true purpose. Because of this, they usually are the richest of the three types and have the best influence in the modern world when it comes to acting legally.
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* ImmuneToMindControl: Their Guild Affinity enhances their ability to resist MindManipulation even when they are at low Sekhem.
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* ManipulativeBastard: A lot of abilities granted by their Guild Affinity focus on helping people or gaining their trust so you can use them to your own ends later.
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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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* TheFriendNobodyLikes: 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. Still, they played a major part in bringing Irem to the level it is, so they were still tolerated.
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* NightInvulnerable: As long as she is "sealing the flesh", a Mummy ''cannot'' be killed even temporarly, no matter how much damage she takes.