By John Snead (jsnead@netcom.com)
Take skill in Awareness, Intuition, and Enigmas; all are really handy.
In our game, we let mummies take the Arcane, Library, and Node backgrouds from Mage (Dream, Avatar, and Destiny are rather more mage-specific and not appropriate). Node is quite handy.
Cultivate Garou friends, they are much tougher than you, and can be most helpful. Also, they can teach you Rites (open caern is good) and let you have access to caerns.
Always keep your Ba score at 10 (learn separate Ba [necromany3]) This way you can visit the umbra, defend the Barge, guide ghosts to rest, or arrange to avenge their murders, etc... All this gain you Ba. If you have a Ba of 10, then raising yourself from the dead takes very little time. Once you are alive again you can raise your Ba some more.
Asking the Machine
Level 1
DN: 4
Effect level: 20
There are separate versions for mechanical, electrical and electronic devices. First you name the type of device, then you control it. The device will perform any action it is capable of at your command (see the Thaumaturgic ritual Machine Blitz for details).
Animate the Unliving
Level 3
DN: 5
Effect Level: 30
You may animate any non-living substance. First you name the substance, then say an incantation of animation and control. Chairs can walk, clothes attack and impede their wearers, vault doors hold themselves shut, etc...
Restore the Body
Level 3
DN: 6
Effect Level: 30
This spell restores the body of the target to health. Each success restores one body level. Since these spells work only on the body, there is one spell for humans, another for each type of animal, and separate spells for Kindred and Garou. This spell can heal both poison, disease, and aggravated damage, as well an ordinary injury.
Command Spirit
DN: 5
Effect Level: Power of the spirit
This spell allows you to command denizens of the umbra, and works just the same as Command Animals and Command the Thinking. There is a separate name for every class of spirits, air elementals, gafflings, ghosts, pattern spiders, etc...
Successes | Effect |
1 | Spirit comes and is initally hostile |
2 | Spirit comes quickly, and is neutral in its attitude. |
3 | Spirit comes immediately and is neutral... |
4 | Spirit comes immediately and is benign. |
5 | Sprit comes immediately and is friendly. |
Hedge Thaumaturgy is listed in the Hunters Hunted is really handy to take. Especially since it lets you use kindred rituals (use willpower instead of blood points where indicated).