New Hekau: Channeling

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
| Supernatural Groupings |
|---|
| Gaian Shifters: Rage (not always), Willpower and Gnosis |
| Ananasi: Blood, Willpower and Gnosis |
| Mages: Arete, Willpower and Quintessence/Paradox |
| Wraith (in Shadowlands only): Corpus, Willpower, Pathos |
| Kithain: Glamour, Willpower, Banality |
| Nunnehi/Menehune: Medicine/Mana, Willpower, Banality |
| Hsien: Yin/Yang, Tao, Willpower, Yugen |
| Hunter: Conviction, Willpower |
| Mummy: Direction/Balance/Quest, Willpower, Lifeforce (Sekhem) |
| Demon: Faith, Torment and Willpower |
| Kindred, Cathayans, Risen, etc. cannot be effected. |
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.
- Influence: Transfer of powers and abilities to/from/between plants, animals and people.
- Mediums: None.
- Advantages: Allows boosting of the mummies abilities directly other than attributes. They can gain abilities that other people, animals or plants possess.
- Limitations: No effect may be from or to inanimate objects. Channeling may not affect undead unless stated otherwise in the spell or ritual description (generally taking power from them).
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 its 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.
