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Mummy's Mask discussion 1 year 9 months ago #3321

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Hello heroes!

Please post/discuss your character concepts here. Your characters have been bought together in the half dead city of Wati to form a team of treasure hunters sponsored by a nobleman. You may or may not know each other prior to the start of the adventure. Consider your reasons for wanting to explore the necropolis; are you looking for ancient secrets or are you just in it for the plunder?

If you are unfamiliar with character creation in Savage Worlds, that's cool. The best way to start is to come up with a broad idea for the kind of character you want to play and then type up a short paragraph (3-5 sentences) describing that character. Try to cover;
  • What they look like.
  • Their personal strengths.
  • Any weaknesses.
Once you have the idea for the character in your head, assigning edges, hindrances and skills is a piece of cake.
Also, consider a quick google search for Egyptian-sounding names for added authenticity, assuming that your character is from Osirion. If they are from elsewhere in Golarion, you can call them anything you please. :p

All of the normal fantasy races/edges in the core book are available. There are some additional options I have home-brewed listed below.


Graceful: start with d6 Agility.
Cat's Eyes: low light vision.
Natural Weapons (claws, strength+d4)
Curiosity (as per the hindrance)

Scavenger: start with d6 Survival.
Slavers: -2 charisma due to negative reputation.
Desert Dwellers: +4 to resist the effects of heat/dehydration.
Keen Nose: +2 Investigation/Notice using your sense of smell.


Genie Blood
You have the blood of a genie flowing in your veins. Cast Elemental Manipulation power using Spirit (PP pool 5, separate from any other PP for arcane backgrounds). The element you can manipulate is determined by the type of genie you are descended from: Ifrit/Fire, Oread/Earth, Sylph/Air or Undine/Water.

Genie Heritage (requires: Genie Blood)
The effects of your genie blood are more powerful. Increase your PP pool to 10. Effect of edge determined by what kind of genie the player is descended from;
  • Ifrit / Scorching Weapon: cast Smite [fire] on weapon using Spirit.
  • Oread / Stoneskin: cast Armour [stone] on yourself using Spirit.
  • Sylph / Wings of Air: cast Fly on yourself using Spirit.
  • Undine / Hydraulic Push: cast Burst [water] using Spirit.
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Mummy's Mask discussion 1 year 9 months ago #3322

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If anyone is interested, Pinnacle have previewed the new rules for Support and Tests in the new rules;


Sometimes characters may want to cooperate on a task or help an ally with an upcoming action. If so, and the GM decides it’s possible, supporting characters roll whatever skill they feel is relevant (as an action if the game is in rounds). Success adds +1 to the lead character’s applicable total, and a raise adds +2. A Critical Failure on the support roll subtracts 2 from the lead’s total—sometimes extra hands just get in the way!

Remove all Support bonuses at the end of the character’s turn, whether he used them or not (perhaps by taking an action different than the one he was Supported for).

The maximum bonus from all Support rolls is +4. Strength tests are an exception—there’s no maximum bonus there. More help can lift heavier objects.

Players and Game Masters are encouraged to be creative when making Support rolls. An adventurer with Survival, for example, might make a roll to find useful herbs for an ally attempting a Healing test, or a galactic explorer with Science might calculate slingshot vectors that help a friend make a tricky Piloting roll to navigate to a new jump point.

General encouragement, by the way, is a Persuasion roll. Saying “You can do it!” or “Check your six!” are perfectly acceptable uses of Support.

Example: Gabe is the driver in a chase. Red points out a shortcut by yelling “Take the next left!” She rolls Common Knowledge and gets a raise. Gabe adds +2 to his next Driving roll.
Later on, Red is hit by a ricochet and is Shaken. Gabe yells “Toughen up, cowgirl! This ain’t your first rodeo!” and makes a Persuasion roll. He gets a success and Red adds +1 to her upcoming Spirit test to recover from being Shaken.



The Support option allows a character to help out an ally. Test is the opposite—it lets him make things more difficult for his foe!

Tests include embarrassing an opponent, throwing sand in his eyes, staring him down with a steely gaze, or anything else a clever player can think of to rattle his enemy and put him off-balance.

To perform a Test, the player describes the action and works with the Game Master to determine the most appropriate skill to roll for it. The player then makes an opposed roll resisted by whatever attribute the skill is linked to.

Tripping someone up, for example, is an Athletics roll. Athletics is linked to Agility, so that’s what the defender resists with. Taunt is linked to Smarts, so verbally humiliating someone with Taunt is resisted by that attribute.

(Note that Fighting, when used as a Test instead of an actual attack, isn’t opposed by Parry—it’s opposed by Agility.)

If the attacker wins the opposed roll, he can choose to make his foe Distracted or Vulnerable. If he wins with a raise, the target is Shaken as well.

Example: Red is fencing a master vampire in a Gothic manor. Emily, her player, says she wants to make a Test against the bloodsucker, cutting the heavy drapes off the window to tangle him up. The GM thinks that’s clever as it might also reveal the rising sun and drive him off in later rounds. He gives Emily a Benny for the idea and tells her to roll her Fighting as a Test. Red gets a lousy 3 but immediately uses her new Benny to reroll. She Aces twice and gets a 15! The vampire rolls Agility and gets an impressive 10, but that’s not enough to avoid the raise so he’s Shaken. Red wants to pile it on, so she makes him Distracted. That means he’s now at -2 to recover from being Shaken as well!

Modifiers: The GM determines which modifiers apply to a Test. A Shooting Test should include Range, Cover, Illumination, Recoil, etc. Game Masters should also apply any subjective modifiers based on the situation as usual—granting a bonus to Taunt for hitting a rival’s ego where it hurts, for example, might be worth a +2 bonus to the attacker.
Last Edit: 1 year 9 months ago by mikeawmids.
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Mummy's Mask discussion 1 year 9 months ago #3342

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Anyone looking for the free test drive rules (which cover character creation), follow this link (but ignore any setting rules specific to Lankhmar);

Also, I'll be using the 'no power point' setting rule and allow ritual casting outside of combat (extend duration by x10 when casting spells outside of conflict situations).

So far, we have;

Vic, playing a gnoll necroshaman cast out of his tribe by his own, demon-worshipping mother.

Morgan, playing an exiled paladin from Lastwall (why were you exiled? Ooh, maybe you were possessed and you're looking for a way to get the demon out of your head? There are rules in the super hero companion for characters with a split personality, if that sounds interesting?)

Ted, playing either;
A: a tomb robber betrayed by his old gang, who also happen to be his siblings (how did they betray you? Maybe they sealed you inside a tomb and you made a deal with a genie to escape....)
or B: a detective from the troubled land of Galt (imagine fantasy France, in a constant state of rebellion, where sentient guillotines ensnare the souls of those they execute).

Moc playing some kind of gladiator, I think..?

Ross (new member, Moc's mate) playing... no idea.


Extra house-rules, posting them here so I can print them at work;

All Out Move: Double pace and add running die, no other actions this turn. Parry reduced by 4 (minimum 2), ranged attacks to hit this character -1. Character can Charge, roll Fighting-2, dmg+4. After resolving attack, roll Agility-2 or fall prone.

Surprise: When you do something surprising, but don’t get The Drop, +2 to attack and +2 damage.

Bypassing the skull: -6 to hit, +4 damage, bypass armour and halve natural toughness.

Meditative Casting: Casting takes a minute, rather than an action, but duration is extended by x10.
Rounds > Minutes
Minutes > 10 Minutes
10 Minutes > 100 Minutes
Hours > 10 Hours
The same rules apply for extending these powers.

Defeat the Caster, defeat the Spell: Incapacitating a spellcaster immediately ends any spells they are maintaining.

Nomination Chip: Each players gets a ‘nomination chip’, effectively a benny that they cannot spend on their own character, but can give to another player if they do something cool. The GM has the right to overrule the nomination if they feel it is frivolous.

Give it all you’ve Got: You can spend a benny to add an one extra d6 to a trait roll (not damage!), this die can explode. If you then spend another benny to re-roll, you also get to re-roll the extra die.

A very palpable hit: You can spend a benny to re-roll damage, the No Mercy edge now grants +2 damage if you spend a benny to reroll (kinda’ like how the Elan edge works with trait rolls).

Lead from the Front: Taking a leadership edge also grants a skill increase BELOW the linked attribute.

Alternative Advancement: You need 25 advancement points to go up in rank, rather than the usual 20.

Resources: Rather than a monetary cost, items/gear has a VALUE rating and AVAILABILITY rating. Heroes normally start with D6 resource die. Some modifiers apply;
Poverty D4
Noble D8
Rich D8 / Filthy Rich D10
Greedy -2 minor/-4 major
Outsider -2
Connections +2
Streetwise/Persuasion +1 per success, -2 for failure
Intimidation +1 per success, run out of town for failure

Cheap +2
Moderate +0
Expensive -2
Exorbitant -4
Priceless -6

Surplus +2
Common +0
Uncommon -2
Scarce -4
Rare -6

Step 1: GM assigns modifiers based on VALUE & AVAILABILITY and player rolls (with wild die). If successful, they have secured the item, move to step 2.
Step 2: Player makes a second roll against 4+VALUE modifier.
Failure: Resource die drops 2 levels.
Success: Resource die drops 1 level.
Raise: Resource die remains unchanged.

If the party make a co-operative resource roll, helpers grant +1 to primary for each success and raise. Second roll made as normal, but primary loses only one level on failure and no levels with a success.
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Mummy's Mask discussion 1 year 9 months ago #3364

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(Savaged) Mummy’s Mask – Session One (11/10/2018)

Tom – Bes (reincarnated god of ancient Osirion – or so he claims, anyway, wears a mask depicting a leering dwarf)
Ted – Inspector Cluedo (genius level intellect and a magnificent moustache)
Morgan – Chenkov (towering paladin of Gorum, framed for murder and exiled from his homeland)
Vic – Vardis (scarred gnoll shaman, banished from his tribe)
Ross – Guud (hooded albino marksman, doomed to hunt the desert’s most deadly game)
Moc – Billu (handsome and virile manchild, bare-chested and boisterous)

Beneath the remorseless Osirion sun, an unusual group of individuals gathered around the pool of a wealthy nobleman to be offered a unique proposition. The Ruby Prince had decreed that the necropolis of Wati, the sealed city-within-a-city, be opened to adventurers and historians from across the breadth of Golarion. The temple of Pharasma (goddess of the afterlife) had been given the unenviable responsibility of organizing the rush of treasure hunters and tomb raiders flooding into the city, to prevent a bloodbath as rival groups battled each other for the best loot. Sebti the Crocodile, high priestess of the Grand Mausoleum ordered that a lottery be held, to randomly assign specific excavation sites to individual groups; failure to adhere to the rules of the lottery would result in disqualification.

Ahbehn Okhenti, the nobleman around whose pool the heroes were gathered, raised his goblet of chilled camel milk and drank deeply, surveying his strange guests over the rim of the glass. A motley crew and no mistake, but maybe… just maybe, destined for greatness, if the augurs were correct.

“You might be wondering why I have invited you into my home.” Ahbehn said, “It was not just to drink all my wine, although you have made good start on that! You are likely aware of the decision that the necropolis be unsealed, so that the wealth of our ancestors can fill the new pharaoh’s coffers. Wati is full of adventurous types hoping to find their fortune amidst the ruins. I fear that many will be disappointed and find only their doom, for the dead rest unquiet behind those walls. The necropolis was not sealed without reason.

“However, for the right group of skilled individuals, fame and fortune await! I believe that together, you could be such a group. If I were thirty years younger, I would be tempted to go with you, but these old bones are better suited to brandishing a chequebook than a sword!

“I propose that I pay the 1000 gold registration fee to the temple and you participate in the lottery on my behalf. You may keep any treasure that you find and there is to be an auction next week, where you can sell anything that you have uncovered but do not wish to keep. This could be a once in a lifetime opportunity. What do you say?”

Bes, his expression masked and inscrutable, crossed his bare arms and nodded his assent.

Inspector Cluedo pocketed the small mirror he had been preening in and smiled.

“Eet would be a privilege, monsieur Okhenti,” the inspector said, his thick accent immediately betraying him as a Galtan, if the spectacular moustache had not already given him away, “I ‘ave always yearned to pit my wits against ze ingenuity of your lands' infamous deathtraps.”

Chenkov grunted, a sound like gravel shifting on a mountainside, his cold gaze never leaving the scarred gnoll that stood nearby. Vardis insolently returned the man’s look, then turned away to chastise his human slave Boros the Agile, who was leashed to his master by a length of ratty cord.

“Why must we take this beaten mongrel?” Chenkov rumbled, “What skills can it possess, besides the ability to lick its own balls?”

Vardis stopped licking his own balls and extended his gnarled staff of sun-bleached bone towards the pool. Moments after it broke the surface of the clear water, the entire pool began to bubble like a cauldron on the boil.

Ahbehn and his attendants clapped politely. Chenkov grumbled.

“You had me at licking your own balls,” Billu drawled, then burst into a Bollywood-style song & dance number.

Guud the Huntsman watched this play out from the shade of a palm tree in the nobleman’s garden, a sneer twisting the corpse-pale features beneath his hood. These bickering children would not last a day in the parched dunes beyond their walls. Guud cocked his head to one side, listening for the sweet song of his quarry, calling to him from the depths of the desert. Soon. Soon he would return to the hunt. But not yet. For now, he would travel with this strange group and do what he could to keep them from getting themselves killed.

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Mummy's Mask discussion 1 year 8 months ago #3365

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(Savaged) Mummy’s Mask – Session One (11/10/2018)

Lord Okhenti had arranged lodgings for the heroes at the Tooth and Hookah, an inn in close proximity to the Sunburst Market, where the lottery would be held at dawn the next day.

“The Tooth and Hooker?” Cluedo queried, his dour Galton demeanour turning momentarily sunny.

The owner/bartender was a bald Osirian man named Farhaan, his scalp scarred by the claws of a fire drake he crossed paths with in his youth.

“We don’t serve gnolls,” the barman said bluntly, crossing his meaty arms and glaring balefully at Vardis. Chenkov nodded at this wise and prudent policy of segregation.

“Today you do,” Vardis replied, flashing Lord Okhenti’s noble seal.

“Apparently I do,” Farhaan grumbled, retreating behind the bar, “My daughter Kemu will show you to your rooms.”

On their way upstairs, Kemu told the heroes that two other groups staying at the inn would be participating in the lottery; the War Dogs (fierce halfling warriors on dog mounts) and the Daughters of the Desert (all female adventuring party). Kemu asked the heroes what name they had chosen for their group. This question prompted a heated debate among the heroes, who eventually decided to call themselves The Desert Storm. Everyone except Billu decided to get an early night, but the energetic young shepherd returned to the common room and started putting drinks on Lord Okhenti’s tab.

Several hours before dawn, Inspector Cluedo was woken by the sound of hammering from the market. Opening the blinds, he saw a Pharasman cleric supervising the construction of a large stage. Cluedo dressed quietly and headed outside to speak to the workers. The cleric explained that the registered groups would be called onto the stage and randomly assigned a location within the necropolis to explore. Cluedo innocently enquired if a generous donation to the temple could make the draw a little less random.

“The lottery represents the divine will of Pharasma,” the cleric replied, “You are a stranger to our lands and our ways, so I will do you the courtesy of pretending this conversation never happened, but any further attempts to influence the outcome of the lottery will result in the disqualification of your group.”

The rest of the party rose and joined Billu for a full Osirian breakfast (grilled camel testicles and goat’s cheese), before joining the crowd gathering in the Sunburst Market. Sebti the Crocodile, high priestess of the Grand Mausoleum stood upon the stage, gaunt and imperious in her robes of office. When the Desert Storm were summoned, Billu took the stage as the group’s representative. Looking out over the crowd, his eyes were drawn to a curious group of men and women, their faces hidden behind golden funerary masks. Despite his cheery and courageous nature, Billu’s heart trembled at the sight of those silent, masked figures.

On the first day of the lottery, the Desert Storm were assigned to explore the tomb of Ahkentepi, a general of some renown who had died honourably hundreds of years before the necropolis was sealed. Not without some trepidation, the heroes passed through the gates into the dead city.

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Mummy's Mask discussion 1 year 8 months ago #3367

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(Savaged) Mummy’s Mask – Session One (11/10/2018)

Following the map provided by the clerics of Pharasma, the Desert Storm reached the tomb of Ahkentpi. Windblown sand had piled up around the entrance and Vardis ordered his slave to dig. Pitying the poor wretch, Bes rolled up his sleeves and helped the slave clear the door.

The entrance to the tomb proper was blocked by a large, heavy stone disc, standing upright against the far wall. The surface of the disc was marked with ancient Osirian hieroglyphs, which Bes was able to translate.


Disregarding the warning, Chenkov stepped forward and wrestled the heavy slab out of the way. The room beyond was bare, apart from an ominous shaft descending into the dark. Knotting a rope around Guud’s waist, the heroes lowered the albino huntsman into the pit. Guud descended sixty feet, brushing aside centuries of dust and cobwebs, until he reached the bottom of the shaft. The skeleton of a long dead grave robber lay broken at his feet. The rest of the heroes followed and forced open the next door, leading further into the tomb.

A long corridor led to another set of stone doors. Both walls of the passage were decorated with murals, recording the military exploits of the General Ahkentepi. Remembering all he had read on the cunning of Osirian trapmakers, Inspector Cluedo emptied his backpack and re-filled it with sand. He tossed the bag into the corridor and sure enough, triggered a deadly dart trap that would have made life short and uncomfortable for anyone in the passage.

The next chamber contained a large, dusty mirror and several clay jars filled with ancient bronze coins. While Guud and Billu transferred the treasure to their packs, Bes brushed a thick layer of dust from the surface of the mirror. Rather than his own reflection, Bes found himself looking into the eyes of Ahkentepi, whom he recognised from the murals in the trapped passage. Ahkentepi raised his arm and pointed accusingly into the room, his lips forming a single word.


Boros the slave cried out as hieroglyphs spelling THIEF were branded onto his face by the magic of the cursed mirror. His judgement passed, the vision of Ahkentepi faded from the glass.

“What does it say?” Boros asked, unable to read the ancient language.

“It says superstar!” Billu guessed, optimistically.

“It says freedom.” Cluedo said, hoping to cheer the poor wretch.

“Freedom?” Boros replied, “Will I be free?”

“You will never be free!” barked Vardis, yanking hard on the slave’s leash.

The heroes discovered the adjacent antechamber had once been used to prepare bodies for mummification. Cluedo claimed a fine set of embalming tools for his own personal use. A flight of darkened steps led deeper into the tomb.

“Stop.” Guud warned, “I will go ahead and check for more traps.”

“There’s an easier way to check for traps.” Vardis said, “Boros, you go first.”

Boros shuffled fearfully ahead. Minutes passed, yet there was no sudden scream or sounds of bloody dismemberment. Boros called back that he had reached a large, golden door. Chenkov forced the door open and entered a large, silent tomb, the centre of which was dominated by a raised stone dais. Atop the dais rested a golden sarcophagus. Cold iron braziers were mounted to the walls of the crypt and Chenkov raised his torch to kindle the nearest of them back to life. As the flames lit the chamber, Chenkov realised he was not alone – standing not 10 feet away was the skeleton of a long dead warrior, scraps of rusty armour clinging to its brittle bones. In fact, the tomb was full of skeletal veterans, sworn to defend their general until the end of time itself!

The Desert Storm swept the battlefield of foes, although Bes was wounded in the fray. Chenkov eagerly approached the dais and his golden prize. Surely there would be enough treasure within to buy his father’s sword back from that cursed merchant! As his lead foot fell on the first step of the dais, he felt the slab shift underfoot as he triggered yet another hidden pressure plate. Immediately, the golden doors slammed shut and water (channelled from the River Asp) began flooding the tomb!

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Sarge - Thu 9 Jul - 14:47

As a reminder, the coronation club opens at 7.30pm

TheRanger - Thu 9 Jul - 12:52

I wont be attending tonight. Wont be till August now. Due to me still shielding

Andrek - Thu 9 Jul - 08:39

More than happy to start this AP.

mikeawmids - Thu 9 Jul - 08:17

Reminder that we cleared all games for rotations 3 through 6 when Covid hit and tge club closed. GMs will need to repost games for R5/R6 and beyond (2021).

Sarge - Wed 8 Jul - 11:28

Candi, games will be a bit adhoc for a while whilst we build up numbers. I’ve already said I can knock something up, if you can then great

Candi - Tue 7 Jul - 21:37

sooo Thursday Rotation 4, any confirmations what GMs are happy too run what game. Just wanna know soo not driving all the way there too find out my game isnt on.

Vic - Tue 7 Jul - 14:16

How is everyone

Sarge - Tue 7 Jul - 13:05

Great news everyone, we can return to the club on Thursdays! Please see the CORONA VIRUS - COVID 19 topic for more info

The shoutbox is unavailable to non-members

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