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TM Tombs. Temples. Trouble. By Thomas M. Kane

Additional Material by Spike Y Jones, GURPS System Design by Steve Jackson S. John Ross and Daniel U. Thibault Andrew Hackard, Managing Editor Edited by Spike Y Jones Sean Punch, GURPS Line Editor Cover Illustration by Kurt Brugel Carol M. Burrell, Alain H. Dawson and Cover Design by Jack Elmy Celeste Hollister, Page Layout and Typography Illustrated by Kurt Brugel, Newton Ewell, Fredd Gorham, Neil Melville, Monica Stephens, Proofreading Christopher Miller and Melissa Uran Monica Stephens, Print Buyer Maps and Diagrams by Ann Dupuis Alain H. Dawson, Art Director Additional Illustrations by Ligia Abuabara, Celeste Hollister, Production Artist Kent Burles, Megan Dawson, Sam Inabinet Ross Jepson, Sales Manager and Dan Smith Playtesters: Matt Agren, Paula Berman, Amay Carsten, Randy Carsten, Annette Chase, Heidi Chase, Ben Fornshell, Emily Fornshell, Chris Haynes, J. Hunter Johnson, Judd Karlman, Phil Masters, Larry Nutt, Tony Ridlon, Daniel U. Thibault Special Thanks to: Chart, Thilagavathi Vasudevan and Juergen Wolter GURPS and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. GURPS Egypt, Pyramid and the names of all products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license. GURPS Egypt is copyright ©1998 and 2004 by Steve Jackson Games Incorporated. Some images copyright www.clipart.com. All rights reserved. Printed in the USA.

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ISBN 1-55634-342-6 2 3 4 5 6 7 8 9 10 STEVE JACKSON GAMES CONTENTSCONTENTS

...... 4 ...... 23 ...... 4 Temple Intrigue ...... 24 ...... 36 About GURPS ...... 4 Festivals ...... 24 The IIIrd Dynasty: The Invention Page References ...... 4 ...... 24 of the Pyramid ...... 36 Map of Egypt’s World ...... 24 The IVth Dynasty: Crete ...... 25 ...... 5 The Pyramid Builders ...... 37 Good, Evil and Ma’at ...... 26 Map of ...... 38 ...... 6 H E L D INGDOM Cities of the Dead ...... 26 The Vth Dynasty: Prophecy NTROBTechODUU LevelTCTTHI.OE . . N. . U. .T . H. .O . .R ...... 6 Phoenicia ...... 26 Map of Cities of the ...... 6 of the -Kings ...... 39 Government and Justice ...... 27 T The OVIth Dynasty:K The Decline: A Medical TechnologyA ...... 7 The ...... 27 2686-2184 B.C. I Revelry ...... 9 of the Old Kingdom ...... 39 ...... 27 Plan of the Great Pyramid . . . . . 39 Games ...... 10 Desert Nomads ...... 28 Marriage ...... 11 HGEYPTWIOAN ANIFDES The Bureaucracy ...... 29 Children ...... 12 Crime and Punishment ...... 29 ...... 13 . . 40 T T L ...... 29 1. E Family Life . L...... 13 Punt ...... 30 The VIIth & VIIIth Dynasties: Food ...... 13 70 Kings In 70 Days ...... 40 Art ...... 13 The IXth & Xth Dynasties: Fashion ...... 14 Union and Disunion ...... 41 ...... 31 The Word “Pharaoh” ...... 14 A Legend of ...... 41 HE IRST NTERMEDIATE Cult of the Pharaoh ...... 15 VHousingERYDA . Y. . . . F. .F .A . I. R. .S ...... 16 . . . . 32 ERIOD Combined Gods ...... 16 T F I ...... 42 E Sacred AnimalsA ...... 17 P : 2184-2040 B.C. The XIth Dynasty: Fortifications ...... 18 ...... 32 Peace and Prosperity ...... 42 Pets ...... 18 The Dating Problem ...... 32 HARAOHS AND XIIth Dynasty: Trade and Money ...... 18 REOHINSQTOUREICROGRYSPT The Co-Rulers ...... 42 Contracts ...... 19 Famine in Egypt ...... 42 Hieroglyphs ...... 20 2. P H E IDDLE INGDOM P E . . .: ...... 33 The Maxims of Kegemni ...... 42 ...... 20 C 50RDynasty,E000Y N0:-A5 Unification,S0T0IC0 BG .Y . C.P .T ...... 33 ’s Magic ...... 43 Calendar ...... 21 The Ancient Kings ...... 33 T M K : Religion ...... 21 The Ist Dynasty: Rebellion 2040-1782 B.C. Gods of Egypt ...... 21 P -D E : and Consolidation ...... 34 . 44 Passports ...... 21 5500-3150 B.C. King List ...... 34 The XIIIth & XIVth Dynasties: Temples and Worship ...... 22 HE ARLY YNASTIC ERIOD The IInd Dynasty: Prelude to Disaster ...... 44 Temples and Trade ...... 22 Religious War ...... 35 Intef’s Ancestors ...... 44 Miracles ...... 23 T E D P : 3150-2686 B.C. The XVth, XVIth & XVIIth Dynasties: Disaster ...... 45 H E ECOND NTERMEDIATE The Exile of Sinuhe ...... 45 EAR Pharaoh’sIOD Inaugural T AddressS . . . . .I ...... 46 P : 1782-1570 B.C.

...... 47 The XVIIIth Dynasty: Empire to ...... 47 The Making of an Heir ...... 48 The Rosicrucians ...... 49 Megiddo ...... 50 H E E W INGDOM A Flirtation With Monotheism . . . 51 Restoration of the Old Religion . . 52 2 T N K : 1570-1070 B.C. Contents ...... 52 Hitler and the ...... 53 The XIXth Dynasty: Celebrations and Monuments ...... 54 Kadesh ...... 54 Death By Unnatural Causes . . . . . 55 The XXth Dynasty: The Ramessides ...... 55 Queen Tiy’s Conspiracy ...... 56

. 57 The XXIst Dynasty: Division and Sacrilege ...... 57 Egypt in the Bible ...... 57 The XXIIth Dynasty: The Empire’s Last Gasp ...... 58 H E HIRD NTERMEDIATE The XXIIIrd & XXIVth Dynasties: ERDivideIOD and Conquer ...... 59 T The TXXVth Dynasty:I P The Nubian: 106 Pharaohs9-525 B . . .. C...... 59 I Collects ...... 59 ...... 85 The XXVIth Dynasty: Royal Names ...... 86 The Saïte ...... 60 ...... 87 The Museum At . . . . . 60 . . . . . 111 ...... 89 ’s Children ...... 111 Learning and Using Magic ...... 90 The Birth of ...... 62 AAvailableMES Spells ...... 90 ’s Children ...... 111 Mystic Symbols ...... 90 The Myth of Khepera ...... 111 The XXVIIth Dynasty: REIGN O F THE The Persian Pharaohs ...... 62 Magic in Daily Life ...... 91 Ra’s True Name...... 112110 N QUIPMENT NGOHDE S EGINNING The Pharos Lighthouse ...... 62 Life Energy ...... 91 Ra Destroys Mankind ...... 112 AA SSelectionISAG FromREE MENT The XXVIIIth, XXIXth & E Paut ...... 92 6. XXXth Dynasties: Dream Interpretation ...... 92 I TThousandsB ...... 112 H E ATE ERIOD Short-Lived Freedom ...... 63 HE UPERNA. .T .U . .R .A . L...... 93 W Ra’sD Successors ...... 113 The XXXIst Dynasty: Mummification Techniques . . . . . 93 T TheL SecondP Persian Period: . . . . 63 Taking It With You ...... 94 525-332 B.C. 4. T S Tomb Defenses ...... 95 ...... 114 Plan of ’s Tomb ...... 96 the Avenger ...... 115 ...... 64 Amulets and Talismans ...... 97 The Marriage of ...... 116 of the Pharaoh ...... 97 The Macedonian Dynasty: E W PELLS Alexander’s Empire ...... 64 Tomb Artifacts ...... 98 and Herod ...... 64 ...... 99 N S SIRIS ING OF. . . . A. .R . T. .H . . . 117 The : Alchemy ...... 99 AND THE FTERLIFE ...... 118 The Final Decline ...... 65 100 HE TOLEMAIC ERIOD The Stone ...... 66 Tuat ...... 100 O : K E ...... 118 King ’s Tomb ...... 68 Uses of ...... 100 A Campaign Crossovers ...... 118 T PlanP of ’sP Tomb: . 69 The Royal Mummy Cache ...... 101 332-30 B.C...... 119 RUE AMES ...... 70 H E GYPTIA. N...... 121 OTheNG AbouE R. M. . . . .O . .A . L. S...... 121 ...... 71 ...... 102 AMPAIGN T EATHNAND FTERLIFE The Nefertep Dynasty ...... 122 Age ...... 71 . . . . 103 7. T AMPEAIGN L OThiefNS-I DUponTER AtheT IGSandONS ...... 123 ...... 71 D A . . . Orkaht’sC Tomb ...... 124 ...... 104 C Egyptian Women ...... 77 The Serpent’s Lair ...... 124 Ghosts ...... 105 C PONSORS Undead Characters ...... 77 Scholars’ Mousetrap ...... 125 ...... 78 Hawks ...... 106 DVENTURES Mummies ...... 107 PPEARANCE ...... 81 GYPTIAN S ...... 125 HARACTERS Set Beast ...... 108 ...... 82 ATEUSRTALIARRYEATURES A Snakes ...... 108 ...... 126 A HARACTER YPES ...... 83 5. EUPERNATURAL 3. C N REATURECS ...... 84 B ...... 127 C T S DVANTAGES C 3 ISADVANTAGES AKILLS IBLContentsIOGRAPHY DTARTING EALTH LOSSARY SOB ABLE B S W NDEX J T G I About GURPS Introduction Steve Jackson Games is committed to full support of the GURPS system. Our “At the end of the corridor is a small room. In the corner, half-buried in the address is SJ Games, Box 18957, Austin, litter, you see a chest . . .” TX 78760. Please include a self-addressed, A long-forgotten tomb, filled with treasure . . . but guarded by fiendish stamped envelope (SASE) any time you write us! Resources include: traps and, even worse, the restless dead. It seems trite to the experienced role- Pyramid (www.sjgames.com/ player, but that’s because it’s the basic adventure setting from which the whole pyramid/). Our online magazine includes hobby grew. And it’s straight out of Egypt. new GURPS rules and articles. It also cov- ers Dungeons and , Traveller, A culture that worships hundreds of divinities, and divides them, not into World of Darkness, Call of Cthulhu, and “good” and “evil,” but into supporters of wholesome order and dangerous many more top games – and other Steve chaos. The experienced roleplayer shakes his head . . . “Haven’t we outgrown Jackson Games releases like In Nomine, Illuminati, Car Wars, Toon, Ogre that stuff?” But that’s the way it really was, in Egypt. Miniatures, and more. Pyramid sub- Our hobby owes a great deal to Egyptian history and mythology . . . yet scribers also have access to playtest files most of it is second-hand. Gaming sourcebooks for Egypt have been few and online! far between, and have concentrated mainly on mummies, myths and tombs full New supplements and adventures. GURPS continues to grow, and we’ll be of gold. That’s important, and fun, but it’s not all there is to Egypt. happy to let you know what’s new. For a current catalog, send us a legal-sized or In GURPS Egypt, Thomas Kane gives us much more. This book is not just 9”×12” SASE – please use two stamps! – or just visit www.warehouse23.com. a guide to “Egyptian influence” in a roleplaying campaign . . . it can also sup- Errata. Everyone makes mistakes, port a whole campaign set in the kingdoms of the Nile. The day-to-day life of including us – but we do our best to fix our Egypt was very like ours in some ways, exotically different in others. And that errors. Up-to-date errata sheets for all GURPS releases, including this book, are combination of familiarity and difference is fertile ground for roleplaying! available on our website – see below. Pharoah’s domains were wide; he was served by warriors, bureaucrats, scribes, Gamer input. We value your comments, , and powerful wizards, all of whom were needed to preserve ma’at for new products as well as updated print- (order) and insure that the gods were properly served and the barbarians kept at ings of existing titles! Internet. Visit us on the World Wide . Web at www.sjgames.com for errata, Best of all, a historical campaign need not give up any of the magic and updates, Q&A, and much more. GURPS romance of Egypt. To the , the gods were real and very present. And has its own Usenet group, too: rec.games.frp.gurps. with 3,000 years of Egyptian history behind him, a subject of Pharoah could be GURPSnet. This e-mail list hosts much as awed by ancient pyramids, and as excited and fearful about what they might of the online discussion of GURPS. To contain, as any modern archaeologist or tomb-robber. join, point your web browser to www.sjgames.com/mailman/listinfo/ gurpsnet-l/. Peruse this book, then. It is a worthy gate between this world and one long The GURPS Egypt web page is at past. May you be enlightened, and may your heart weigh less than a feather on www.sjgames.com/gurps/books/egypt/. the day when you first pass through that gate. – Steve Jackson

Rules and statistics in this book are specifically for the GURPS Basic Set, Third Edition. Any page reference that begins with a B refers to the GURPS Basic Set – e.g., p. B102 means p. 102 of the GURPS Basic Set, Third Edition. Page references that begin with CI indicate GURPS Compendium I. Other references are BE to GURPS Bestiary and M to GURPS Magic. The abbreviation for this book is EG. For a full list of abbreviations, Tom Kane enjoys roleplaying games of all kinds, and has written a substan- seePa p.g CI181e R eorf theer updatedence webs list at www.sjgames.com/gurps/abbrevs.html. tial number of adventures and gaming supplements. He is currently in Kingston- Upon-Hull, England, finishing work on a Ph.D. in Strategic Studies. While working on GURPS Egypt, Tom made an important discovery – he and , the mythical founder of the Egyptian alchemical tradition, were both born on October 9.

Introduction

About the Author An Egyptian classic (copied and recopied by student scribes for centuries), The Instructions of Amenemhet, describes this pharaoh’s end. It takes the form of a letter to Amenemhet’s son Senusret (“Man Of The Goddess ”) from the The Magic of pharaoh’s , his ghost. The letter recalled, with some bitterness, how he had Djadjaemankh devoted his reign to feeding the poor and bringing previously-overlooked people Once, so the story goes, when Pharaoh into the government, only to have his courtiers (and possibly his wife) conspire Snefru grew melancholy, he summoned the wizard Djadjaemankh to suggest some against him. One night, the plotters locked the gates of Amenemhet’s fortified form of amusement. The sorcerer orga- palace and attempted to stage a coup. Although the traitors killed Amenemhet nized a boating expedition with 20 beauti- and all the loyal members of his guard, they didn’t manage to seize the . ful women, naked but for nets, serv- Amenemhet had instituted the custom of co-rulership in which the pharaoh ing as Pharaoh’s rowers, each equipped with a paddle carved from ebony and shared the throne with his chosen successor for some time before his own inlaid with gold. Snefru enjoyed the trip, death. Thus, when Senusret (then in the tenth year of his co-reign) received admiring the scenery both outside and news of the coup attempt, he had an established power-base from which to inside the boat. During the trip, Snefru’s chief wife, combat the plotters. Mertitefs, lost her bracelet over the side of the vessel. She began to howl and curse, setting up such a din that Snefru couldn’t ignore her. Although he promised to have his artisans make a For the rest of the dynasty, pharaohs alternated names and experienced duplicate of the bracelet, Mertitefs insisted peaceful transitions of power via short co-reigns. These pharaohs led expeditions that it could not be replaced. in every direction, for the first time paying serious attention to the oases in the Pharaoh Snefru ordered Djadjaemankh to recover the lost ornament. The wizard western desert as well as the traditional enemies in the south and north-west. magically made the water on half of Lake During a period of prosperity, Amenemhet II made trade agreements with rise up into the air, and he stacked Egypt’s powerful neighbors, Crete, Phoenicia and Mesopotamia, financed an this mass of water on top of the water in the other half of the lake. Then he walked expedition to Punt, and improved the canal to Lake Faiyum, greatly increasing its across the dry lakebed, recovering the irrigatedAmen agriculturalemhet I land.I-IV, Senusret II & III and bracelet before allowing the water to flow SoSenusretbekn eIIIf rconsolidatedu his hold on the lands to the south by reopening and back into the lakebed. widening a canal that allowed war galleys to pass the First Cataract of the Nile, and by adding to a chain of forts in Nubia that had been started by the first two members of the dynasty. This pharaoh added over 200 miles of the southern Nile valley (past the Second Cataract) to Egypt’s domain. After successful wars, tribute poured into the country, and recognizing its prosper- ity, the desert nomads poured into Egypt to escape a drought. Although the Egyptians initially took pity on the nomads, they were

43 Pharaohs and Conquerors His own tomb in the was only partially excavated, and custom demanded that he be mummified and buried within 70 days of his death. The nearly complete tomb of a high-ranking nobleman (possibly , who then received Tutankhamun’s more extensive tomb for his own burial) was pressed Hitler and into service, and it was filled with treasures from a number of sources: personal items still inscribed with the pharaoh’s - name, gifts from high officials, sur- the Hittites plus funerary objects of other pharaohs (including an inner coffin and four Our understanding of the politics of the Hittite Empire began with a series of canopic jars originally intended for ), and many beautiful objects German archaeological discoveries made created expressly for Tutankhamun. shortly after the First World War. Adolf After two robberies of the tomb it was buried under the debris of the digging Hitler, always fascinated by the early his- of another tomb in the area, and the tomb (and its occupant) were lost and forgot- tory of the Nordic people, may have read about the exploits of the Aryan Hittites, ten for over 3,000 years (see King Tut’s Tomb, p. 68). the first Indo-Europeans to enter the Mediterranean historical record. Some think that when the future dictator decided After Tutankhamen’s death, his wife attempted to take power for herself. to stop calling himself Schickelgruber he chose the name “Hit-ler” in a deliberate Unwilling to trust those around her (it’s still not certain how Tutankhamun died), attempt to invoke the greatness of the sent a letter to Suppiluliumas, king of the Hittites, requesting that “Hit-tite” empire. he send one of his sons to her as a husband, reversing a centuries-old Egyptian In an Illuminati campaign, this coinci- dence may have great significance. The policy of refusing to allow foreign princes to marry Egyptian princesses (see Hittites employed espionage and subver- Amenhotep III, p. 51). Negotiations proceeded for months, and by the time sion on an international scale; if a great Suppiluliumas sent his son to Egypt, Ankhesenamun’s enemies (appar- conspiracy has dominated human history, they could easily have played a part in it. ently led by ) had learned of her plan; they waylaid and murdered the If there was an occult purpose behind princeAnk hin eCanaan.senamun and Ay Hitler’s apparently insane actions, the Now desperate, Ankhesenamun married her grandfather, Ay, in time for him explanation may lie in the ruins of to officiate at Tutankhamun’s funeral and inherit the throne. Unfortunately, Ay Hattusas. was an old man and a known devotee of Atenism. Ay couldn’t protect Ankhesenamun against her religious and political enemies, or provide her with an heir – after his four-year reign, this queen under three pharaohs was never heard from again.

Following Ay’s death, Egypt seemed ready to slide back into anarchy; followers of the traditional religion squabbled with the young social climbers who had adopted Atenism, several nomes declared themselves independent, and no one had a clear claim to the throne. Horemheb (“Horus Is In Jubilation”), a soldier who had served under Amenhotep III, eventually becoming Great Commander of the Army and Pharaoh’s Deputy under his successors (using the name Pa’atenemheb when Atenism was in vogue), saw the state sliding into chaos and stepped in,H oorderingremh soldierseb into the streets to keep peace, and marrying Queen Nefertiti’s sister in order to establish a link to the royal bloodline. Upon assuming power, Horemheb embarked on a sweeping program of reform. During the period of weakened government control under the Aten-worshipping pharaohs, army officers had taken to fleecing honest cit- izens under the guise of collecting taxes. Horemheb made such conduct punishable by 100 blows. In addition, he enacted codes which punished a corrupt scribe or judge with death. To place the temple of safely under his control, he replaced the priests with army officers whom he trusted, while he divided the army’s command structure to reduce the chances that he would be replaced by another singularly powerful soldier. Under Horemheb, trade flourished again, and peace was kept with all Egypt’s neighbors, chiefly by conceding the remnants of Egypt’s Canaanite and Phoenician empire to the Syrians and Hittites. 53 Pharaohs and Conquerors This advantage allows an undead creature to inflict a Some undead creatures have an innate form of the flesh-destroying disease on the living by touch. The victim Stone spell (see GURPS Grimoire, p. 42). This advan- may avoid the effects by making an HT roll, but if this fails, tage allows a person to separate his sekhem (life energy) the rot inflicts a point of damage, the affected flesh turning from the other parts of his soul, the - and ka-khaibit gray, becoming mushy, and rubbing away. Every 24 hours (see Death and Afterlife, p. 100), effectively making him until dead, the victim loses another point of HT (if he fails immortal. Although his body or spirit can still be injured an HT roll), unless he has a critical success on one of his (by whatever means are appropriate to the form), he may HT rolls (which halts the progression of the rot) or someone not be killed as long as the stone soul that contains his curesRot thetin conditiong Tou magicallych or surgically. 28 points sekhemSton ise safe.So ul 170 points Up to an hour after the Rotting Touch attack, the victim He gains Immunity to Disease (p. B20), Immunity to may excise the rotted flesh, suffering 1d-2 points damage. Poison (p. CI58), Unaging (p. CI69) and Vampiric Someone making a successful First Aid roll can remove the Invulnerability (p. CI70). infected tissue without causing additional damage. After the If the stone soul is destroyed, the undead individual initial hour, only amputation or surgery can medically arrest takes 1d damage per minute until dead. This is irreversible. the decay, and trained surgeons willing to perform such Death may also come from other sources, such as a Planar operations are rare in Egypt (see Medicine, p. 7). Visit failure. In almost all cases, the hiding place of the character’s sekhem is his tomb, or more accurately a partic- ular figurine or item inscribed with the his true name. A rich man’s tomb may have numerous inscriptions This advantage allows its holder access to government covering its walls and furnishings, but only one instance of records (such as the lists of travelers who have legally his name serves as the stone soul, so killing him in this way entered a given town) and the power to issue legal docu- may require destroying every appearance of his name. ments (such as passports and travel authorizations). The various advantages listed above cost 190 points. Note: Scribal Powers is simply a setting-specific ver- The disadvantage of this condition is equivalent to the sion of the Status advantage. It describes the social benefits External Soul version of the Weakness disadvantage of Status +3 [15] in an ancient Egyptian setting. (p. CI106), which costs -20 points. That gives Stone Soul a 80 net cost of 170 points. Scribal Powers 15 points Characters Duration: Instant. Cost: 5, one attempt only. Tomb Time to Cast: 1 hour. Prerequisites: Aura and Trace. Defenses In early dynastic Egypt, people made their tombs accessible so that priests of the mortuary cult would have full access to their bodies – living warriors kept robbers away from the graves. As centuries Through this foul enchantment, the caster can hold sway over a victim. He passed, it became impossible for the cult must fashion a doll (usually of wax, but clay, straw and other materials may be to defend all the tombs of Egypt. appropriate with the GM’s permission) with something embedded in it which is Therefore, corpses began to be buried in places separate from the mortuary - personally relevant to the target. Parts of the target’s body (nail clippings, hair, ples, and various mechanical and psycho- blood, saliva, etc.) allow a casting at base skill. Other items will allow a casting logical measures were taken to protect the at various penalties; for example, threads from a shirt worn for years might be dead. Most tomb defenses were rather sim- worth -2, while dirt from a fresh footprint might be worth -6. Inscribing the tar- ple. False tombs, sometimes equipped get’sMa lTrueefi Namece ( (seeVH p.) 99) on the doll allows casting at baseEn skill.chantment; with small amounts of treasure so as to The doll can be used by its maker (and no oneSp else)eci atol castRe harmfulsista nspellsce fool robbers, were built in accessible loca- (such as Pain) on the target, at normal fatigue cost, while ignoring distance tions, while the actual tombs were in secret, wilderness places, their entrances penalties. The caster uses the lower of his skill with Malefice and his skill with blocked with enormous slabs of stone. The the channeled spell. The target resists all such attacks, even if the spell is normal- mortuary cult also propagated the idea that ly not resisted (he then resists with HT). It is also possible to use Malefice for the the ka of a dead person protected the grave, either as a ghost or by animating a benefit of the target – to cast Healing spells at a distance, say. Note that the target mummy. Some wealthy people had the must roll to resist these “good” spells! bodies of animals or commoners mummi- If the victim breaks the very first spell cast on him through the doll, he fied and placed in their tombs to become undead guardians. Egyptians didn’t per- immediately breaks the enchantment. Otherwise, every later successful resistance form human sacrifice to create tomb- simply weakens the Malefice. Upon reaching Power 0, the Malefice dissipates. A guardians, although in a fantasy campaign critical failure by the channeled spell or a critical success by the subject also some particularly ruthless magician might breaks the enchantment. At Power 3, it can no longer do harm, but can be detect- do exactly that. Egyptian tombs also contained a vari- ed. ety of traps: pits, mechanisms that fired Destroying the doll by fire or some other means breaks the spell, but it also poisoned darts, blocks of stone positioned inflicts on the target a Deathtouch (see p. M27) of as many dice as the caster’s to fall either on or behind intruders, killing them or sealing them in, and so on. Tombs effective skill with Malefice divide by 5 (round up, maximum of 3 dice). seldom contained enough space for elabo- Remove Curse will free the target from the Malefice without harming him. rate mazes, but some contained twisting There are rumors of an improved version of this spell that allows the doll to corridors that led to dead ends and decoy graves. Any of the traps which appear in be used by any caster. A model of a ship or building with an actual piece of that fantasy dungeons might show up in an construct can be used to cast spells on that inanimate object in the same way. Egyptian tomb, although probably not in In any society where people know about this spell and believe in magic, pos- the usual profusion. session of a Malefice model may serve as incriminating evidence in court. Continued on next page . . . Cost: 250. The wax, clay, straw or other special ingredients cost $500. Prerequisite: Enchant and Seeker.

A simple version of this spell is part of the Coming Forth By Day spell, pro- tecting a soul in the judgment of the dead by ensuring that his heart will not lie during the judgement. This version of this spell causes the heart to lie, denying the soul’s wrongdoings. As well as being popular among sinful people nearing death, this spell is much in demand among tomb-robbers. For the spell to function, the caster needs to know the recipient’s major crimes, so as to properly disguise them. Therefore, someone buying this spell mustNot confess Allo allw iofn ghis T sinshe to H thee spellcaster,art To givingSpe ahimk anT hobviouse Tr opportunityuth to blackmail his client. The recipient could silence the magician byR killingegu lhimar after he casts the spell, but that murder would be a fresh sin. 95 The Supernatural (side view)

The safest way to use this spell is to learn it and cast it on oneself. Therefore, Tomb in a campaign where people buy and sell spell formulas, the text of this incanta- Defenses tion costs three or four times the usual rate. (Continued) Duration: Permanent. Cost: 5. If magic exists, magical tomb defenses are common. Medieval believed Time to Cast: 1 hour. that Egyptian sorcerers had turned the Prerequisite: Coming Forth By Day. most valuable invisible, and that only those capable of speaking the appropriate passwords could ever find them. Because of their antiquity and the This spell marks a path for the ghost of a dead person to follow to a designat- status of their owners, magic amulets ed spot. The caster may decide whether to open a way for the ba or ka of the tar- stolen from royal bodies or magic spells get (see p. 100). Casting Reunion doesn’t automatically give the mage the power copied from royal tombs were assumed by usurpers to be more powerful than those to compel the ghost, it simply opens the path so that the soul may come at will. commonly available – the spells designed By speaking the target’s True Name (see p. 99) while casting the spell, a wiz- to protect the dead could actually attract ard can force a soul to appear and obey one command (remembering the limita- robbers centuries later. Of course, none of these defenses tions of its spirit form) before returning to the afterlife. The soul retains all of its could protect the tombs from those who usual knowledge, intelligence and personality, and if it isn’t well-disposed worked in the royal cemeteries – the toward the caster, it may attempt to twist the order. priests of the mortuary temples and the Reunion Area workmen who dug and decorated the Duration: Permanent. tombs. In Nubia is an example of a tomb Cost: 5. robbed by way of an underground tunnel Time to Cast: 1 day. dug by a construction crew as they were Prerequisites: Coming Forth By Day. building a tomb adjacent to it! Similar incidents occurred in Egypt proper, but only when workmen accidentally intruded on an old tomb while digging a new one. The worst thefts in the Valley of the Kings were officially sanctioned under the With this incantation a magician can steal the ka, the spiritual “heart,” of a guise of restoration and protection during the XXth and XXIst Dynasty reigns of dead person, preventing him from attaining a happy afterlife. The wizard may High Priests Herihor, Piankh and then use the life energy of the ka to fuel other sorcery. He can even steal the Pinedjem, when dozens of royal mummies “heart” of a living person, making this spell an effective means of assassination were removed from their tombs, unwrapped and “mined” for gold, and then as well as an odious source of mana. rewrapped and hidden in a number of Normally, one casts this spell on a corpse. Successfully casting the spell mass caches. The high priests also reused gives the caster a number of power points equal to the HT of the victim in life. some of the “excess” grave goods in their own funerals – Pinedjem was buried in TheSt ecasteral T musthe use H ethisa renergyt (V withinH) one turn or it isR lost.egular/Special two recycled coffins of I! 96 Resistance The Supernatural Clerical Investment advan- Famine, 36, 42, 57. tage, 78. Faiyum, Lake, 11, 41, 43. Clock, water, 88. Fear Projection advantage, Clothing, 14. 79. Code of Honor disadvantage, Fertility, 13. 81. Festivals, 24. INDEX Colors, 85. Food, 9, 13, 25. Aahotep, 47. Assyria, 60, 61. Coming Forth By Day, 27; Fortifications, 18, 43. Aarsu, 56. Aten, 52, 112. spell, 93, 95; Book of, 34, Fruit, 14. , 55. Atenism, 24, 52, 53, 57, 68, 39, 93. Funerary cult, 27, 95, 124. Abydos, 9, 44. 124. Composite Forms advantage, Games, 10, 12. Acid, 88. Atlantis, 25, 118. 78. , 111, 113. Acrobatics skill, 82. Avaris, 12, 46, 47. Contraceptives, 88. , 58. Advantages, 78; new, 79. Ay, 51, 53. Contracts, 19. Ghosts, 105; ba, 105; ka, , 112, 113. Adventure seeds, 121. Ba, 100; ghost, 105; mummy, Coptos, 9, 42. 106. Israel, 27, 58, 60. Actium, 69. 107. Co-rule, 32, 43, 48, 49. Giza, 11, 37, 38; map, 38. Iuput, 59. , circumnavigation of, , 61. Cosmetics, 15, 88. Goals, player-character, 118. Jehoahaz, 61. 61. Bakenrenef, 59. Creation myths, 22, 32, 111. God’s Wife, 23, 49, 60. Jehoiakim, 61. Agathoclea, 66. Beard, false, 15, 49. Creatures; natural, 103; Gods, 21, 112; ruler of, 22; Jeroboam, 58. Agathocles, 66. bird, 104. supernatural, 104. combined, 16, 113; for- , 58. Age, 71. Berenice, 65; III, 67; IV, 67; Crete, 25, 43. eign, 20, 46; household, Jewelry, 16. , 47; II, 62; son of Coma Berenices, 65. Crime, 21, 29, 72, 121. 17; lesser, 107. table, 84. Ebana, 48. , 17, 113. Crocodiles, 34, 41, 42, 103, Gold, 16; value of, 19. Joseph, 57, 73. , 10, 49, 52. Biahmu colossi, 11. 115, 116. Good and evil, 26. Josiah, 61. Akhetaten, 10, 52. Bible, 27, 29, 57; and paut, Crocodilopolis, 11. Goshen, 12. Judah, 58, 60, 61. Akkadian, 20, 29. 92. Crowns, 16. Greece, 60, 62, 63, 65. , 65, 66, 67. Alchemists, 21. Bigah, island of, 7. , 95, 97. , 20, 76. Justice, 27. Alchemy, mummy, 99. Bonaparte, Napoleon, 66, , 67. Hadad, 58. Ka, 100; ghost, 94; mummy, Alcohol, 14. 124. Darius, 62; III, 63. , 63. 108. Alexander, the Great, 13, 48, Books, 88. Dating, 32. Hairstyles, 15; of children, Kadashman-Enlil, 51. 64; IV, 64; Helios, 69. Breath Hunger disadvantage, David, 58. 12. Kadesh, 50, 54. Alexandria, 13, 60, 62, 64, 82. Demetrius II, 67. Handcuffs, 88. , 47. 66, 68. Breaking of the Dams festi- Demons, 104. Hariese, 58. , 8. Amenemhet, 43, 45; II-IV, val, 25. , 20. , 17, 113. Kegemni, Maxims of, 42. 43; Instructions of, 43. Bronze, 87, 116. , 34. , 48, 49, 54. , 37. Amenhotep; son of Hapu, 36; Brutus, 68. Denderen, 9. Hawk, 106; human-headed, (Chephren), 38. I, 48; II, 50, 57; III, 51; , 12, 58. Desert nomads, 28, 43, 71. 106; ram-headed, 106. , 35. IV/Akhenaten, 51. Burial practices, 9, 25, 26, Diplomat, 72. Headgear, 16. Khattushilish, 55. , 55. 35, 93. Disadvantages, 81; new, 82. , 48. Khema, 91. Am-mit, 100. Busiris, 12. Divination, 91, 92. Heb-, 33. Khepera, 111. Amulets, 16, 96, 97; , Buto; city, 12; serpent, 100. Djadjaemankh, 43. Heliopolis, 11, 25; and heb- Khopesh, 87. 98; , 98; Scroll, Bureaucracy, government, pillar, 25, 90. sed festival, 25. Khmun, 36, 114. 98;Cursing Scroll, 98; 29, 119. , 38. Herakleopolis, 10, 41, 59. , 46. Talismans, 99; Udjat, 99. , 115. Djedhor, 63. Herihor, 57. (Cheops), 11, 38. Amun, 112; temple of, 54, Caesar, Julius, 61, 67, 68; Djedi, 39. Hermopolis, 10, 59. King lists, 34, 54. 56; high priests, 57, 58, proclaimed a god, 68. , 34. Herod the Great, 64. Knenkhen, 34. 59; Amun-Ra, 112. , 68. Djeser-Djeseru, 50. , 61. Know True Name spell, 94. , 62. Calendar, 21, 25, 111. , 34. Hierakonpolis, 8. Koser, 9, 42. , 34. Caligula, 69. Djinn, 105. Hieroglyphs, see Scripts. Laodice, 65. Animals, 6, 18, 103; sacred, Calligraphy skill, 82. , 11, 36, 42. Hippopotamus, 34, 46, 103, Late Period, 62. 17, 21. Cambyses II, 62. Dogs, 18. 116. Legal Immunity advantage, Ankh, 90. Campaign crossovers, 118. Dreams, 23; interpretation, Hitler, Adolf, 53. 78. Ankhet, 91. Canaan, 27, 46, 47, 49, 54, 90, 92. Hittites, 51, 52, 53, 55. , 59. Ankhsepaaten (Ankhsen- 56, 58. Dream , 51. -Aha, 34. Lesser gods, 107. amun), 52, 53. Canal; Senusert III’s, 43; Driving (Chariot) skill, 82. Horemheb, 53, 57, 68. , 54, 55, 56. , 65. Nekau’s, 61, 62, 65, 69; Drums, 88. Horus, 33, 35, 47, 113; Eye Library, see Museum at Antiochus; II, 65; III, 66; IV, Suez, 120. Early Dynastic period, 33. of, 90; birth of, 114; and Alexandria. 66. Canopic jars, 93. , 8. Set,115. Lighthouse, Pharos, 13, 62, Antony, Mark, 65, 68. Career restrictions, 71. , 58. Hotepsekhemy, 35. 65, 68. , 112, 116. Carter, Howard, 68. Education, 12. Housing, 16. , 103. Anubis beast, 9, 104. Cats, 18, 103. Elephants, 103. , 37, 42. Literacy, 23; advantage, 78; , 101, 111, 112, 113. Cataract; First, 7, 34, 43, 48, , 7, 36, 37. , 26, 45, 54, 58. and women, 23. , 46. 59, 60; Second,, 43, 48, Embalming skill, 83. Iambus, 8. Literature, 42, 45. Appearance, of average 62. Equipment prices, 87. Ibn-al-As, Amr, 61. Litter, 88. Egyptian, 71. Champollion, Jean-François, , 60. Illuminati, 40, 49, 53, 120, , 6, 33. Armor, 87; magical, 99. 66. Exploration, 40, 61. 122. , 8. Army, 76, 79. Character types, 71; undead, Exports, 19. , 17, 36. Lying, 30. Arses, 63. 78. Family, 13. Imports, 8, 14, 19, 25, 26, 30, Ma’at, 26, 50, 56, 81, 90, Art, 13. Character point costs, 70. 50. 118; goddess, 114. Artaxerxes; II, 63; III, 63. Chariots, 10, 45, 76, 87. Inet, 12. Magic, 89; in daily life, 91; Artificial limbs, 8, 99. Chemmis, 10. Inheritance, 11, 13, 28, 29, symbols, 90. Artisan, 71. Childbirth, 91. 74. Magician, 73. Artistic conventions, 13, 52. Children, 12. Intef, 42, 44. Magistrates, 29. Artist skill, 82. Circumcision, 12, 57. Intermediate Period; First, Malachite paste, Asa, 58. Cities of the dead, 26. 40; Second, 44; Third, 57. 88. Ashkelon, 60. Cleopatra, 66; II, 67; III, 67; Ipuwer’s Lament, 41. Malefice spell, Assiut, 10. VII, 64, 67; Selene, 69. Iron, 87. 95. 127 Isfret, 26. Index Mana level, 90; in Tuat, 94. Nomes, 29, 32. Pure soul, 108. , 32, 37, 45. Not Allowing The Heart To Pyramids, 26, 38, 124; Great, Maps, Cities of the Nile, 6; Speak The Truth spell, 95, 11, 38; plan of Great, 39; Egypt’s World, 24; Giza, 100. Step, 11, 36, 37; Nubian, 38. Nubia, 8, 16, 20, 23, 43, 45, 23; Bent, 37; Red, 38. Marathon, 62. 48, 55, 62, 63, 114, 116; Qa’a, 35. , 26, 39. archers, 23, 76; pharaohs, Qakare Iby, 40. Marriage, 11, 13, 28. 59. Queen regnant, 34, 40, 44, 49, Mauritania, 69. Nudity, 15. 55. Medicine, 99; priests and, 23; Numbers, 85. Ra, 35, 111, 115; journey and tech level, 7; paut and, Nut, 111, 114. through underworld, 101; 92. Oasis of Siwah, 62, 64. true name of, 112; eye of, Megiddo, 50, 61. Octavia, 68. 112. Meidum, 37. Octavian (Caesar August-us), 54; II, 54, 55, 58; Memphis, 11, 34, 40, 52, 66. 68. III, 56; IV-XI, 56. , 12, 63. Offenses Against Ma’at, 81. Ramesseum, 54. Menes, 41. Offerings, 94. Raneb, 35. Sleeping draught, 88. Tjuyu, 68. (Mycerinus), 38. Old Kingdom, 36. Religion, 21; state, 33, 51, 52. Smenkhkare, 52, 54. , 48. , 42; II, 42; III, 42. Opening of the Mouth ritual, Reunion spell, 96. Snake, 109; great serpent, Tombs, 105; contents, 98; Merchant, foreign, 72. 27, 93. Revelry, 9. 108; hawk-headed, 109; defenses, 57, 95; Merenre, 40; II, 40. , 9, 14, 114; resurrection Riding animals, 103. human-headed, 109; lion- guardians, 75, 95, 107; , 8. festival, 25; first death, Riding skill, 83. headed, 109. robbers, 27, 75; robbery, , 34. 114; second death, 115. , 66. Snefru, 37, 43. 30, 56, 57, 69, 96, 101, , 55, 58. Osorkon, 58; II, 58; IV, 59. , 20, 66. Sobekhotep, 45. 124. Meryibre, 42, 44. Ostrich, 103. Rosicrucians, 21, 49, 122. Sobeknefru, 44. Toys, 12. Merykare, 42. , 60, 88. Rotting Touch advantage, 80. Social Status advantage, 79. Trade, 18, 22, 46; internation- Mesopotamia, 29, 43, 48, 49. Pasebakhaenniut (Psusen-nes), Sa, 90. Social Stigma disadvantage, al, 19, 22, 40, 50, 60, 72. Middle Kingdom, 42. 57, 69; II, 58. , 39. 81. Transportation, 87. Military Rank advantage, 79. Passports, 21, 29. Saïs, 59, 60. , 49, 58. True Names, 94, 99, 100, 123; Miracles, 23. Paut, 92, 99. Sanakhte, 36. Sosibius, 66. and spell casting, 94, 99. Money, 18, 19. Pedibastet, 59. , 11, 37, 39. Sothis, 21, 25. Tuat, 94, 100. Monotheism, 51. Pepi, 40; II, 40. Sauu, 9. Soul, 100; pure, 108. Tutankhamun (Tutankha-ten), , 57. Performers, 9. Scarab, 90. Stone Soul advantage, 80. 24, 52, 54, 68; tomb, 53, Mummies, 100, 107; ba, 107; Perfume, 15. “Scorpion,” 32, 33. Spells; availability, 90; books, 68; plan of tomb, 69. ka, 108. Persia, 61, 63. Scribal Powers advantage, 80. 90, 116; colleges, 91; new, Twelve Hours of the Night, Mummification, 93; of ani- Pets, 18. Scribes, 20, 21; as characters, 93. 100, 124. mals, 17. Pharaoh, 14, 15, 18, 27; 75. , 109; Great, 11, 38, Two Lands, 6; Horus and, Mummy caches, 57, 96, 101. ancient, 33; and heb-sed Scripts: demotic, 20, 66; hier- 51. 116; Set and, 116. Museum at Alexandria, 13, festival, 25; as god, 27; atic, 20; hieroglyphic, 20, Split Personality disadvantage, , 55. 60, 65. divine, 22, 111, 113, 116. 66. 82. Udjat, 90. Musical instruments, 9, 88. Pharmaceuticals, 88. Sea Peoples, 27, 56. Sponsors, 119. , 39. Muwatallish, 54, 55. , 7. Seasons, 21. Status, 14, 23, 71; clothing, Undead, characters, 77; Nakhthorheb (Nectanebo II), Philip Arrhidaeus, 64. Second death, 34, 50. 15; hairstyles, 15. advantage, 81. 63, 65. Philistines, 27, 56, 58, 60. Secret disadvantage, 81. Steal The Heart spell, 96. Undead Spirit Form advan- Nakhtnebef (Nectanebo), 63. Phoenicia, 26, 37, 43, 50, 54, Secret societies, 121, 125. Stimulants, 88. tage, 81. Names, 85; royal, 14, 85. 60, 61, 66. Sekhem, 91. Suppiluliumas, 53. Underworld, 94, 100. Napata, 60. Physician, 7; characters, 74; Sekhemib/Seth-Peribsen, 35. , 62. Unneth, 34. , 32, 33, 34. skill, 83. , 37. Syene, 8. , 6, 33. Navy, 37, 76. Piankh, 57, 59. , 113. Syria, 24, 48, 49, 50, 52, 56, , 39. Nebuchadnezzar, 61. Pinedjem II, 57, 101. , 65. 63, 65. , 40. Nefaarud, 63. Piramesse, 13. , 34. Tao II, 46. Ushabti, 35, 94; spell, 97. Neferhotep, 44; II, 45. Police, 29. Senemut, 50. Tactics, 47. Valley, of the Kings, 9, 48, 53, , 39. Pompey the Great, 68. Senet, 11. , 60. 55, 56, 68, 96; of the Nefertiti, 52. Powerstones, 92. Senusret, 43, 45; II-III, 43. Takelot II, 58. Queens, 9. , 49. Pre-dynastic period, 32. Set, 33, 35, 46, 48, 114, 115; Tanis, 13, 57, 59. , 29. Negative confession, 100. , 32. marriage of, 116; color red Tanutamun, 60. Vulture, snake-headed, 109. , 45. Priests, 15, 22; female, 23; and, 115; worshippers, , 17, 116. Wadi-el-Tumilat, 12. Nekau (Pharaoh-nechoh), 26, ranks of, 22, 79; as charac- 120. Taxes, 59. , 12, 33. 60. ters, 74; foreign, 73. Set beast, 108. Tech levels, 6; and medicine, Wadjkare, 40. , 8, 33. Propaganda, 34, 48, 49, 50, Seti, 54; plan of tomb, 54; II, 7. Warrior, 76. Nekheb, 8. 51, 52, 54, 55, 68. 55. , 59. Wealth, 83. , 114; marriage of, Psamtik, 60; III, 61. , 56. , 113, 116. Weapons, 87. 116. , 111, 115. , 38. Temples, 22, 119; politics, 23; Weights and measures, 19. Nesbanebdjed (Smen-des), 57. Ptolemy, 59, 60, 64, 65; II, 32, , 46. and trade, 22. Whip, 87. Netikerti (), 40. 60, 65; III, 60, 65; IV, 66; Sheshonq (), 58; III, Terminally Ill disadvantage, Wigs, 15. New Kingdom, 47. V, 66; VI, 60, 66; VII, 67; 59. 82. Wildlife, 6, 14, 32. Nile, 6, 32; flooding of, 25, 36, VIII, 66; IX, 67; X, 67; XI, Shields, 87. , 39. Women, 77; characters, 77. 38; map, 6. 67; XII, 67; XIII, 67; XIV, Ships, 87. Thebes, 8, 42, 45, 57, 60. Words, power of, 81, 90. Nilometer, 8, 12, 25. 68; XV, 69; XVI, 69. , 112, 113, 116. Theodosius, 61. Worship, 22. Nobleman, 74. Punishment, 29, 54, 56; pris- , 58. , 10. Writing systems; hieroglyphic, Nofretiri, 47, 48. ons, 30. Sile, 13. , 111, 116; priests of, 90. 20; ,, 20, 29; Nomarchs, 29, 32. Punt, 30, 42, 43, 50, 65. Silsilis, 8. Thutmose, 48; II, 49; III, 46, alphabetical, 26. Silver, value of, 19. 48, 49, 50; IV, 51. Wegaf, 44. Sinhue, exile of, 45. Tiy, 56. Xerxes, 62. , 55. , 51. , 51, 68. Sistrum, 9. Titanic, 97. 128 Skills, 82; new, 83. Titles, 29, 46, 85. Index STUCK FOR AN ADVENTURE? NO PROBLEM. 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