New Hekau: Channeling


Channeling Symbol

Channeling Hekau and Supernaturals
New Connections (Creation)
Spells & Rituals
Animals (True Names)
Animal Abilities

Level One Spells and Rituals
Level Two Spells and Rituals
Level Three Spells and Rituals
Level Four Spells and Rituals
Level Five Spells and Rituals

Concept

An application for the connection between people, and between people and nature that is prevalent in Ancient Egyptian, Meso-american and Southeast-Asian life, religion and mythlore. More than just the gods and goddesses serve as representations of the natural world. Every day life centered around interacting with and honoring other people, plants and animals, and their mystical significance. Channeling allows each Amenti, Teomallki, and Wu Tian to share aspects of this connection between himself, others, and the world.

How it Works

Like Nomenclature, Channeling is not just a collection of spells and rituals. Where Nomenclature concentrates on affecting the world around the Undying by understanding beings and objects completely, Channeling concentrates on the power and understanding of the connection between people, plants and animals, sharing their mystic essence. Borrowing from, or bestowing power to other people, animals, and plants is the focus of this hekau.

In addition, channelers have incredible knowledge and understanding of particular animals and plants, learning their True Names (Ren). The ability to channel individual abilities from these animals and plants requires their True Name.

Note: Like Nomenclature, a mummy cannot start off with Channeling. It can only be purchased with experience points.

Channelling Rituals

Rituals for channeling are mostly short periods of meditation and spiritual bonding with another being to allow a transfer to occur.

Rituals take 1 minute per level of the ritual to perform.

Channeling Hekau and Supernaturals

What Will Work

Channeling can only be done temporarily at the will of the caster and can therefore potentially affect any living and/or sentient being. Unless the amenti is using Dark Hekau, they cannot benefit a corrupt being.

What Will Not Work

No agent of Apophis can benefit from hekau unless it is Dark Hekau. This includes all vampires, risen and other forms of animated, non-living beings (regardless of whether their souls are corrupt). This also includes Bane Mummies, Black Spiral Dancers, Formori, Nephandi, Spectres, Thallain, and Demons.

The "In Game" Reason

Since all of the Undying have had, and still do have, allies amongst some of the other supernaturals who also seek to rid the world of corruption and bring things back into balance, the Undying need to have something to offer and must be able to thank those who aid them.

The Undying are not the best magicians, warriors or spies so what distinguishes them? What they do best is prepare and bolster their ranks with power and protection. They can make themselves formidable opponents that are easy to underestimate and they can choose carefully whom they will aid with their power.

The most long lasting and powerful of the Hekau are reserved for the Undying and their human allies as the other supernaturals do have their own magics.

The "Out of Game" Reason

It seems silly for mummies to not be able to assist fellow PCs in a mixed game or not allow a powerful mummy that a group of non-mummy PCs encounters to assist them in some way without coming along on their journey. In addition, like the fae, they are great community-minded characters, so allowing them to combine and mix abilities makes sense, as long as it does not go against Ma'at.

As for "magic items" and other more-or-less permanent effects, for balance reasons they are best left in the hands of those that they were meant for.

Legendary items that still have power from the era of Ancient Egypt are the only real exception to these rules. After all, many supernaturals aided Egypt in it's prime and they all worked magic in similar ways. Since then time and belief have eroded this commonality.

Getting Around the Rules

This does not prevent the research and creation of alternate spells and (primarily) rituals that will benefit other supernaturals. These variations on existing Hekau must be purchased separately to affect different types of supernaturals. Vampires, and other forms of undead, cannot benefit from any Hekau.

In system terms the different groups that can be affected are based on their soul type and resulting mechanics: the central Advantages. All beings that have a soul have Willpower. Supernaturals will also have other reserves (see sidebar).

New Connections (Creation)

This provides a guideline for what does or does not fall within the purview of Channeling Hekau.

New Spells & Rituals

Template

Dice Pool: ?? + Channeling
Difficulty: ??
Sekhem: ??

Level One Spells & Rituals

Level Two Spells & Rituals

Level Three Spells & Rituals

Level Four Spells & Rituals

Level Five Spells & Rituals

Animal Infusion

Animal Infusion is the ability to channel the abilities of animals, those animals with which the mummy has gained a great amount of knowledge. Animals possess abilities that set them apart from each other, and from humanity. An Undying with Channeling can tap into aspects of an animal and use it’s unique abilities in their duties.

Animals (True Names)

Purchasing animals is the same as purchasing a True Name for that animal and will work for Channeling or Nomenclature (the cost is the same). This also means that a True Name for one of the creatures available that was purchased for use with Nomenclature will also work with Channeling. Listed with each animal are the advantages and disadvantages they each posess.

The Thing About Names

Channeling provides a rudimentary ability with Nomenclature that is narrow in focus, not just with animals, but also with plants, humans, supernaturals and other things in the world. The understanding provided specifically focuses on the connection between these things and the Undying or others around them. Many who become proficient with Channeling also expand their knowledge of True Names and learn Nomenclature. Many who become proficient with True Names seek to understand the connection those Names have with each other and learn to Channel.

Animal List

Full List: Auroch/Bull, Badger, Bat, Boar, Cat, Centipede/Millipede, Cheetah, Crocodile, Cobra, Elephant, Fennec (fox), Hamadryas (baboon), Hare, Hawk (eagle, falcon, etc.), Heron & Ibis, Hippopotamus, Hyena, Jackal, Leopard/Jaguar, Lion, Lizard, Mongoose/Meerkat, Ostrich, Otter, Owl, Python/Anaconda (boa), Ram/Goat, Ratel (honey badger)/Weasel, Scarab (beetle), Scorpion, Spider, Viper/Rattlesnake, Vulture

Amenti Animals

These animals are particularly appropriate for Amenti to select as they are found in the areas of Ancient Egypt and many have sacred or mystical significance to the people and lands of Khem (Ancient Egypt).

Select List: Auroch (bull), Bat, Cat, Centipede/Millipede, Cheetah, Crocodile, Cobra, Elephant, Fennec (fox), Hamadryas (baboon), Hare, Hawk (eagle, falcon, etc.), Heron & Ibis, Hippopotamus, Hyena, Jackal, Leopard, Lion, Lizard, Mongoose/Meerkat, Ostrich, Owl, Python/Anaconda (boa), Ram, Ratel (honey badger), Scarab (beetle), Scorpion, Spider, Viper/Rattlesnake, Vulture

Teomallki Animals

These animals are particularly appropriate for Teomalkki to select as they are found in the areas of South and Central America and many have sacred or mystical significance to the people and lands of the Moche, Chimu, Chinchorro, Inca and the peoples of the Amazon rainforest.

Select List: Alligator/Crocodile/Caiman, Anaconda (boa; see Python), Bat, Beetle (see Scarab), Cat, Centipede/Millipede, Hawk (eagle, falcon, etc.), Heron, Jaguar (see Leopard), Lizard, Otter, Owl, Scorpion, Spider, Viper/Rattlesnake, Vulture, Weasel

Wu Tian Animals

These animals are particularly appropriate for Wu Tian to select as they are found in the areas of Ancient China, Tibet and Siam and many have sacred or mystical significance to the people and lands of Southeast Asia.

Select List: Auroch (bull), Badger, Bat, Cat, Centipede/Millipede, Alligator, Cobra, Fox (see Fennec), Hare, Hawk (eagle, falcon, etc.), Leopard, Lizard, Otter, Owl, Python, Scarab (beetle), Scorpion, Spider, Tiger (see Lion)

Animals and their Abilitiess

A (#) listed next to an ability means that that animal has a particularly strong affinity for that ability. Advantages are purchased and disadvantages allow additional advantages to be selected. When casting spells where that ability is picked up, 2 points are not required so either 1 or 2 points can be spent picking up the appropriate bonus/ability.

Alligator/Crocodile/Caiman

Advantages: bite (2), charge, cold-blooded, hide/armor (2), hold, immunity, swim, vibration sense

Disadvantages: activity burst (2), cold susceptibility, predatory instincts (2), slow

Associations: ...

Auroch, Bull

Advantages: cause fear, charge, endurance, hide/armor, horns (2), kick (2), run, scent

Disadvantages: herd/pack mentality, prey instincts (2), slow

Associations: ...

Badger

Advantages: bite (2), burrowing, claws (2), ferocity, hide/armor, hold, scent (2)

Disadvantages: fearless, rage, territorial

Associations: ...

Bat

Advantages: bite, climbing, endurance, flight (2), hearing (2), night vision, synchronicity, vibration sense

Disadvantages: cold susceptibility, fragile, photosensitivity, sensitive hearing (2)

Associations: ...

Boar

Advantages: cause fear, charge, endurance, hearing, hide/armor (2), horns [tusks] (2), kick, resist elements

Disadvantages: activity burst, fearless, primal appetite, territorial

Associations: ...

Cat, domestic or small

Advantages: balance, bite, claws, climbing, hearing, night vision, run, scent, silent movement, vision

Disadvantages: predatory instincts, sensitive hearing, territorial

Associations: ...

Centipede, Millipede

Advantages: burrowing, climbing, cold-blooded, hide/armor (2), poison (pain), poison (paralysis), resist elements, run, vibration sense

Disadvantages: emotionless, fragile, photosensitivity, primal appetite

Associations: ...

Cheetah

Advantages: balance, bite, charge, hearing, jump, run, scent, silent movement, synchronicity, vision

Disadvantages: activity burst (2), predatory instincts

Associations: ...

Cobra

Advantages: balance, bite, cause fear, cold-blooded, poison (pain), poison (paralysis), scent, silent movement, swim, vibration sense

Disadvantages: activity burst (2), cold susceptibility, emotionless

Associations: ...

Elephant

Advantages: cause fear, charge, endurance, hearing, hide/armor (2), horns [tusks] (2), kick, resist elements

Disadvantages: herd mentality, prey instincts, slow, territorial

Associations: ...

Fennec, Fox

Advantages: bite, burrowing, endurance, hearing (2), run, scent (2), silent movement, vision

Disadvantages: photosensitivity, sensitive hearing (2)

Associations: ...

Hamadryas, Baboon

Advantages: bite (2), cause fear, charge, climbing, ferocity, resist elements, run, scent, vision

Disadvantages: herd/pack mentality, predatory instincts, rage, territorial

Associations: ...

Hare, Rabbit

Advantages: burrowing, endurance, hearing (2), jump (2), kick, resist elements, run, vibration sense

Disadvantages: prey instincts (2), sensitive hearing

Associations: ...

Hawk, Eagle, Falcon, Kite

Advantages: bite, claws (2), endurance, flight (3), hold, vision (2)

Disadvantages: fragile, predatory instincts (2)

Associations: ...

Heron, Ibis

Advantages: balance, claws, endurance, flight (3), swim, synchronicity, vibration sense, vision

Disadvantages: fragile, herd/pack mentality, prey instincts

Associations: ...

Animal

Advantages:

Disadvantages:

Associations: ...

Animal

Advantages:

Disadvantages:

Associations: ...

Animal

Advantages:

Disadvantages:

Associations: ...

Animal

Advantages:

Disadvantages:

Associations: ...

Animal

Advantages:

Disadvantages:

Associations: ...

Hippopotamus
  Advantages: bite (2), cause fear, charge, endurance, ferocity, hide/armor (2), immunity, swim
  Disadvantages: activity burst, rage, sensitive hearing, slow, territorial

Hyena
  Advantages: bite (2), cause fear, charge, endurance, ferocity, hide/armor (2), immunity, swim
  Disadvantages: pack mentality, predatory instincts (2), primal appetite, rage

Jackal, Wolf
  Advantages: bite (2), endurance, hearing, resist elements, run, scent (2), silent movement, vision
  Disadvantages: herd/pack mentality, predatory instincts (2), sensitive hearing, territorial

Leopard, Jaguar
  Advantages: balance, bite (2), claws, climbing, jump, night vision, scent, silent movement, vision
  Disadvantages: predatory instincts (2), territorial

Lion, Tiger
  Advantages: bite (2), cause fear, claws (2), hold, night vision, run, scent, vision
  Disadvantages: pack mentality, predatory instincts, primal appetite, territorial

Lizard
  Advantages: claws, climbing, cold-blooded, hide/armor, jump, resist elements, run , scent, vibration sense, vision
  Disadvantages: activity burst, cold susceptibility, emotionless, fragile, prey instincts

Mongoose, Meercat
  Advantages: bite, burrowing, claws, hearing, hold, immunity, scent (2), vibration sense, vision
  Disadvantages: fearless, predatory instincts (2), sensitive hearing

Monkey
  Advantages: balance, bite, climbing, endurance, hearing (2), jump (2), scent, vision
  Disadvantages: fragile, herd mentality, prey instincts (2)

Ostrich
  Advantages: claws, endurance, hearing, immunity, kick (2), resist elements, run, synchronicity, vision
  Disadvantages: herd/pack mentality, prey instincts (2)

Otter
  Advantages: bite, claws, endurance, hearing (2), resist elements, scent (2), swim, vibration sense
  Disadvantages: fearless, pack mentality, predatory instincts

Owl
  Advantages: claws, flight (2), hearing (2), hold, night vision, silent movement, vision (2)
  Disadvantages: fragile, photosensitivity, predatory instincts, sensitive hearing (2)

Python, Anaconda (boa)
  Advantages: balance, bite, climbing, cold-blooded, endurance, hide/armor, hold, scent, swim, vibration sense
  Disadvantages: cold susceptibility, emotionless, predatory instincts, slow

Ram, Goat
  Advantages: balance, charge, horns (2), jump, kick (2), resist elements, run, vision
  Disadvantages: herd mentality, prey instincts (2), territorial

Ratel (Honey Badger), Weasel
  Advantages: bite (2), burrowing, claws, endurance, ferocity, immunity, scent (2), vibration sense
  Disadvantages: fearless, predatory instincts (2), rage

Scarab (beetle)
  Advantages: burrowing, climbing, cold-blooded, flight, heat sense, hide/armor (2), horns, resist elements, vibration sense
  Disadvantages: activity burst, emotionless, fragile, primal appetite

Scorpion
  Advantages: bite, burrowing, claws, climbing, cold-blooded, heat sense, hide/armor, poison: pain, poison: paralysis, vibration sense
  Disadvantages: activity burst, emotionless, fragile, primal appetite, rage

Spider
  Advantages: bite, burrowing, climbing, cold-blooded, heat sense, hide/armor, jump, poison: pain, poison: paralysis, vibration sense
  Disadvantages: activity burst, emotionless, fragile, photosensitivity, primal appetite

Viper, Rattlesnake
  Advantages: balance, bite, cold-blooded, heat sense, hold, poison: pain, poison: paralysis, scent, silent movement, vibration sense
  Disadvantages: activity burst (2), cold susceptibility, emotionless, predatory instincts

Vulture
  Advantages: bite, claws, endurance, flight (3), immunity, scent, vision (2)
  Disadvantages: fragile, predatory instincts, prey instincts, primal appetite

Animal Abilities (Advantages and Disadvantages)

Advantages

Advantages are abilities that an animal has that surpass human capability.

A “(2)” listed next to an advantage means that that animal has a particularly strong affinity for that advantage. All advantages that have a “(2)” have a single point and a two-point version of the ability. When casting spells where that ability is picked up, 2 points are not required so either 1 or 2 points can be spent picking up the appropriate bonus/ability.