Ladies and Gentlemen. If you are in this room you are aware that the world is a stranger place then many people realize. Indeed you may be part of that strangeness. Ghosts exist yes, and vampires, werewolves, yetis, sorcerers, some weird guy with eyes on his fingers and more things then I can count. The governments of the world have to deal with these threats on a daily basis, but they are not our top priority. There is one threat that stands above all the others, for which the nations of the world are at a state of eternal vigilance and indeed even war. That threat is mummies!
-Dr. Andre Von Unterwald prof. emeritus Harvard University speaking to the entering fellows at the Department of Mummy Control and Prevention - Smithsonian Institute.
Facts about Mummies:
1. Mummies exist in every culture.
2. Mummies are powerful.
3. Mummies are why you got bad birthday gifts as a child.
4. Mummies can be killed, but they will eventually come back.
5. When they do come back they will be angry.
6. Mummies slumber for decades unless awakened and should stay that way.
7. Mummies are now your problem
You are a junior fellow at the Smithsonian Institute. Specifically in the Department of Mummy Control and Prevention. This department simultaneous has the loosest and most stringent criteria of any fellowship program in the United States. While they are flexible on minimum GPA and no academic degree is required the ability to set things on fire with your mind, turn into a wolf, or read every language ever known to mankind are all considered helpful with your application. Your job is to prevent anyone from becoming a mummy, prevent existing mummies from arising from their ancient slumber, or in the event they do arise getting them back to sleep with a minimum of damage. That may mean burying them in 50 tons of concrete and dropping it in the ocean, getting them the ancient relic that was stolen from their tomb, or in bad cases evacuating everyone within a 30 mile radius and just letting nature take its course.
The Global War on Mummies is a campaign inspired by an rpg.net thread. It is a game of ancient occult conspiracies and modern governments with comedic elements. Don’t expect everything to be serious and in turn feel free to err on the side of awesome with your character actions and background. It takes place in a world much like ours but where the existence of the supernatural is an open secret. Almost everyone realizes that the supernatural exists on some level, whether it is ghosts, vampires, or magic but few people have realized how much of it is out there. Humanity and its assorted offshoots are a bizarre and wide ranging bunch. All of this supernatural activity has had an effect on human history but by and large things went basically as they did in the real world. Milwaukee exists pretty much like it does in the real world for instance but its streets our laid out in the ancient geometric patterns of the Illuminati.
FATE: Accelerated Edition. FAE is a lightweight version of fate currently in play testing. If you are a Fate Core Kickstarter backer you have access to it, if not pm me when you join and I will explain to you how to create a character.
Character Creation: Create a standard FAE character. There is something special about you that got you recruited as a junior fellow. This is your
knack and will be your characters 3rd aspect. This could be something supernatural, some training you have received, or simply be that you encountered a mummy and lived to tell the tale. This brought you to the attention of the Smithsonian recruiters and got you your current job. While competent you are not invincible, even as a group you are no match for a mummy and while your knack means that there is one area where you are exceptional a cultist with a knife is still a valid threat. You can pick your additional 2 aspects and a stunt at character creation or just wait until the game is in progress. The game starts after your characters have been through training together and are about to go on your first mission as junior fellows parachuting into Milwaukee.
Good luck recruits and may the Scarabs ever be beneath your feet!
Posts
Agent John Wilson
High Concept: Homeland Security Liasion
Trouble: Red Tape
Knack: Lost Somewhere In Time
Stunt: Zero In On Evidence (+2 to spot important details)
Agent Wilson was an ordinary Homeland Security agent until he investigated a suspicious cargo container. The container held various Mesoamerican artifacts. Agent Wilson, in going through them, opened a ceremonial container and inhaled... something. Ever since, he's been slightly out-of-step with time. He's always early, or late, and sometimes stays hungry for a while after eating, or becomes tired before exercising. He's got little control over the effect, but has found that it usually helps to protect him from the supernatural, like the mummy whose goods he was investigating when he inspected that container. Agent Wilson was assigned to assist the Smithsonian team after that episode, and helps keep them in step with the government as a whole.
psn: lankyplonker
Fantasma
High Concept: Student of "Monstrology"
Trouble: Stranger in the Strangest of Lands
Knack: Ghost-Hunting Luchadora: as a chosen agent of the ancient Lucha Council, Fantasma has received extensive training in both acrobatics and paranormal sciences. But, she has also agreed to follow the strict rules of the Lucha code: Never reveal your face. Never dishonor your opponent. Always defend the helpless above all else. And never turn down a challenge.
Stunt: Former Star (Once per mission, choose one NPC to become a fan Fantasma from her wrestling days)
+3 Clever
+2 Flashy and Quick
+1 Forceful and Careful
Ever since she was a child, Cristina Halcon idolized the stars of Lucha Libre. So much so, in fact, that as soon as she could, she enrolled in a Lucha school and began a promising career in masked wrestling as Fantasma.
However, a career in the ring was not in the cards for her, it seemed. You see, there is another side to the secret orders of Luchadors--a responsibility not just to the fans, but to the safety of the known world, to take on forces arcane and keep the darkness at bay.
And so, because of her aptitude for science, Fantasma was chosen to enter the inner circle of Ghost Hunters, a tradition dating back hundreds of years. She was pulled from the ring, sent far away to the land of America, and enrolled in the Department of Mummy Control and Prevention to serve as an academic resource. Though, a warrior at heart, Cristina still seeks opportunities to deliver the occasional Hurricanrana against those that might get in her way.
Age: 324
High Concept: Cursed Cop
Trouble: Enemy of Rosceles the Third(Mummy)
Knack: Cursed by a Mummy
Approaches:
Clever +3
Careful +2
Quick +2
Sneaky +1
Forceful +1
Flashy +0
Stunt: Centuries of Wisdom: +2 on knowing about things that happened in the past.
Monroe Jackson was a good cop, one of the best detectives until a string of gruesome murders led him to a powerful mummy. He wounded it but Rosceles cursed him. "You will suffer and wish for death but it will never come!" Rosceles screamed and Monroe Jackson remembered waking up in his home. That was hundreds of years ago. He cannot die. He's watched his wife grow old and die. He's watched his kids grow old and die. He's watched their kids grow old and die.
He can get hurt, he feels pain, but nothing can kill him. He's tried suicide, leaps from tall buildings, just about everything but he regenerates. He hates himself and tries not to grow attached to others, as he does not want to watch them die. Though he's kept a low profile, The Smithsonian Institute finally found out about him and hired him on. He came reluctantly, but feels mummy-thwarting might just be the thing to keep him going. Also, perhaps he can somehow find a way to get rid of the curse.
Just thinking out loud.
Also, if something is out of whack (knack is too powerful, or bad numbers) let me know.
High Concept: Thaumaturgical Engineer
Trouble: Accident Prone (Other people's accidents. Really.)
Knack: Make the damn thing work!
Ever since he was a boy, Justin's family has tried to teach him the family trade of magic. (They were expecting a girl and had prepared to train a witch, but the Lumiers are nothing if not adaptable). With such a broad education, Justin has always had the problem that things just happen to him. It's not his fault he got engaged to a fae court. (Yes, all of them. Please don't ask). He has no idea how the malediction of the Vampyre Gremier went off and turned that town into bloodthirsty (and eventually prize-winning) rosebushes. And the Device of Bai Xiang just started on it's own! Fortunately, Justin is just as experienced at getting out of these messes as getting in them, so convincing the fae that he's a boring nobody and they should see other people, and getting away from bushes isn't exactly a problem. The Device, on the other hand, was deactivated handily before it even made anything catch fire. Magical devices are the only bit of the family industry that he's any good at, you see.
Thus, when the Smithsonian called, Justin answered. He suspects they mostly called him so that they can predict handily where the next disaster will occur, but he's pretty sure that he can help, and it's just about time for Mummies to be his problem anyways. May as well make it work to his benefit and get paid while he's running for his life.
Approaches
Clever +3
Careful +1
Quick +2
Sneaky +1
Forceful +0
Flashy +2
Stunt: Magical Gadget: +2 to Clever to identify and work (that would be both activate and deactivate. Not construct) magical devices, artifacts, doohickeys and so on
I've gleaned from other threads that you've got an unexpected lot of stuff on your plate lately, but could we get a status update particular to this one?
@Cheeseliker, how old is Monroe, PM me if you don't want everyone else to know. I think the stunt is a bit too broad, what about once maybe reword it so it applies specifically to knowing something from the past or once per session saying that you have been in a similar situation and making a declaration.
@Auralynx can you give me an example of an invoke and a compel that you would have in mind for stuck out of time?
@Fencingsax your stunt is good but a bit too broad, how about only a bonus to Clever
@Dex Dynamo looks good!
The invokes are a little more complicated to think up, but if someone's chasing John, maybe he could invoke Lost Somewhere In Time to move much faster than they expect him to. A reroll might take the form of getting multiple attempts at something repeatable in the space of seconds. It's harder to think of a confront option, but my default suggestion, as given above, is that it's probably hard to get magic to zero in on a guy who's not necessarily when you think he is.
I could see these effects being confined mainly to use with the Quick and Careful approaches, as well, if that's reading as too broad.