CHARACTER CREATION

THE UNDYING..

Mummies are agents of balance made immortal eons ago through the Spell of Life. All possess the shard of a powerful and ancient spirit that seeks out a restless soul to unite with. The spirit offers the opportunity to atone and resurrect; if it agrees, the portion of the soul that is most flawed is torn out and the spirit inserts itself in its place. If the body dies afterwards, the mummy must seek another host and begin anew with a blend of the memories and personality traits of all its previous lives.

Three categories of mummy exist: the Teomallki from the Chinchorro and Inca people of Chile; the Wu T�Ian, ancient Chinese sorcerers driven to seek immortality; and the Amenti of Egypt, souls blessed by Osiris to battle the forces of Apophis. One final group, the Apepnu, are ifrit spirits of darkness and flame freed by Apophis and enchanted by Set to seize a cadaver in mockery of the spell of life.

note: Due to our setting being in Egypt, we are only accepting Amenti and Apepnu. All others will be left for NPC status.

POWERS AND WEAKNESSES

Mummies share the frailties and strengths of mortals but are immune to vampiric blood and may not become Embraced.

Mummies have a Balance rating equivalent to Humanity, or the Path of Typhon for Apepnu. Unlike other mummies, Apepnu have a Beast and may frenzy due to the ifrit bound to their souls, but they are unaffected by R�tschreck.

Rather than through Generation, a mummy�s threshold for attribute maximums is equal to its Balance. Balance acts as a base rating for Sekhem, which may be drawn from like a vampire�s blood pool to fuel Hekau, mummies� specific brand of magic.

A mummy regains one point of Sekhem each day at dawn. If the sun is visible in the place he resides, he may spend one hour in meditation to regain more Sekhem by rolling his Balance rating (difficulty 8). Apepnu may only regain Sekhem by either subjecting themselves to fire (which deals lethal damage to them and restores a point of Sekhem for each wound soaked), or by consuming the flesh of the dead (or undead). When reduced to zero Sekhem, a mummy grows withered; its Appearance drops to zero, and its dice pools and speed are halved.

Instead of Disciplines, mummies study Hekau. They may learn any Thaumaturgical or Necromantic Path (including rituals) without a tutor, as in-Clan Disciplines.

Mummies who reach Incapacitated fall into impermanent death, travel to the Underworld, and temporarily transform into wraiths, but retain all their base statistics. While in the Underworld, they must find a soul with a roughly intact body to join with. Following that, the mummy spends a point of Sekhem, then rolls Willpower + Balance (difficulty equal to the body�s rate of decay; 6 for a whole, fresh, young corpse; 9 for a body reduced to ash and dust). A failed roll requires one full day before a second attempt to resurrect is made. Short of atomization from a nuclear blast, a mummy will never meet Final Death.

Like vampires, mummies may soak lethal damage, and all bashing damage is halved. Mummies heal at twice the normal rate of a standard mortal. They may spend a point of Sekhem to soak one level of aggravated damage, as well as heal all non-aggravated wounds they sustain.

note: Due to there not being a lot of information within the 20th Anniversary Edition book on Mummies, creation is being done like creating a Kindred character outside of Balance and Sekhem. Please adhere to this, or the character sheet can be subject to automatic denial.