Thursday, May 3, 2012

BALANCE[SKY IS OPENING]

http://www.thesubnet.com/portal/wod/mtr/Balance.html


Balance / Direction / Quest


     As an agent of Ma'at in the world, a mummy has a Balance rating that measures the strength of his understanding and relationship with universal justice, balance, and rightness. A mummy starts out with only a limited Balance, which is granted by the joining and the rite that gifts him with eternal life. As he studies and progresses, proving himself worthy through his words and deeds, he can strengthen and deepen his understanding of this universal principle. An Amenti with a deep understanding of Balance is capable of amazing feats, since those in harmony with Ma'at know that the force of the universe is behind their deeds.
     A mummy character begins with one point in his Balance score. You may increase this rating with Freebie Points during character creation to a maximum of three points. A mummy's Balance score limits his ratings in Hekau Paths, as well as the amount of Sekhem he can have.
     Balance is the trait that represents a mummy's growth along the path of Ma'at. Gaining Balance is a combination of facing one's mistakes, learning from the wisdom of the Judges of Ma'at, and honoring the designs of the divine. Anubis leads a first-time mummy before one of the Judges of Ma'at, and the mummy learns the primary lessons of balance. The first judge is often called Ankh, or Life, in deference to the fact that it grants permission for Osiris to resurrect the deceased.
     Should one of the Resurrected fall from grace, the judges strip him of any undeserved power. In game terms, a mummy may have his Balance rating reduced immediately, but he retains his current Attributes, Abilities, and Hekau until the next time he encounters the judges. At that time, the Judges of Ma'at reduce any of the character's attributes or Abilities above five that exceed the penitent's present Balance rating. Additionally, any of the character's Hekau Paths higher than his current Balance rating are reduced equal to his Balance score, even if this amount is less than five points.
     A mummy who has obtained great power and fallen from grace may decide to estrange himself from the judges. It's said that a few of the Ishmaelites and Cabiri thwart the will of Osiris in just such a manner. A refugee from the justice of Ma'at drifts ever further from true balance until he's no more enlightened than the typical person, at best or until he falls to the jaws of the Corrupter. The judges deal harshly with such a fugitive mummy should he someday appear before them. Depending upon how long the mummy has chosen to defy the justice of Ma'at, this penalty most likely results in a reduction to Balance 2, along with the accompanying Trait reductions as mentioned previously -- unless his crimes merit even worse punishment. A mummy who has fallen so far risks tumbling into the clutches of Apophis.
     To the Teomallki, this trait is "Direction" and functions the same was as Balance. It represents their understanding, not of their place in the universe, but of the path the gods have directed them to walk. More than this, it represents their willingness and ability to walk that path. The purpose of life can, of course, differ from Teomallki to Teomallki, based on which gods they follow. Therefore, there are few ways for an outsider to tell how firmly "directed" a given Teomallki may be, as two with the same Direction level might behave in completely different fashion to one another.
     "Quest" is the name by which the Wu T'ian known this aspect of themselves, which functions just as Balance does. Like the Amenti, they seek to understand their place in the grand scheme of things. Like the Teomallki, they base their very identity at least partially on their ability to follow and obey those whom they serve. The higher their Quest rating is, the more aligned they are with the direction and the dictates and the Ten Precepts of Heaven. This usually, but not always, mirrors the Wu T'ian's understanding of the precepts of Tao.
Benefits Of Balance


     In game terms, a mummy's Balance rating represents a degree of spiritual englightenment, awareness, and balance. An Amenti ultimately quests to improve his Balance and strengthen Ma'at throughout the world in so doing. Balance represents the mummy's spiritual center, his ideals, and the advancement of his soul. The Balance rating affects a number of things in the game:
     Strength of Conviction: A player can roll Balance in order for his character to resist any temptation or force that tries to get him to take action against the natural order. The scope of this roll includes the influence of Social Attributes and Abilities as well as a supernatural powers such as a vampire's Dominate Discipline or a wizard's Mind magic. The Storyteller rates the difficulty depending on the degree of the influence applied to the mummy and how far the act diverges from the natural order. Resisting a mystical command to attack a fellow mummy might be difficulty 4, while deciding to overlook the drug dealing of a helpful contact might be difficulty 8. In cases in which the Storyteller allows a Willpower roll in order to avoid a given effect, a mummy's player may add the Balance rating to his Willpower score for the roll.
     Upholding Ma'at: A mummy can use the strength of his Balance to protect the natural order from unnatural changes. In game terms, doing so grants a character a dice pool equal to his Balance score that he may use to oppose true magic spells that mortal wizards cast. Performing this countermagic requires the character to take an action, and the player rolls Balance against difficulty 8 to reduce or negate a spell cast by a mage. This ability doesn't apply against Hekau or a vampire's supernatural abilities.
     Personal Development: The mummy can have Attribute ratings equal to his Balance score, so a character whose Balance goes above five can spend Experience to increase his Attributes to superhuman levels. Similarly, a mummy's magical skill is limited by his adherence to the path of Ma'at. No Hekau can exceed his Balance score.
     Power: A character's Balance determines how much Sekhem he can have at any one time. A mummy can only attain a greater Sekhem rating through the use of Hekau.
     Forbiddance: The Reborn can use the power of Ma'at to drive away malign supernatural influences. The character takes an action and a resisted roll occurs. The mummy's player rolls Balance while the opponents player rolls Willpower, each against difficulty 6. if the mummy is successful, the malign supernatural influence can't attack, and it must leave the immediate area as soon as possible. If the two leave the immediate area as soon as possible. If the two players tie or if the opponent rolls more successes, nothing happens. The precise definition of "malign supernatural influences" is up to the Storyteller. At the very least -- for those with the full array of World of Darkness core rulebooks at their disposal -- it includes vampires, ghosts, the walking dead, Banes, fomori, spectres, Nephandi, and Marauders.
Offenses Against Ma'at


     Certain actions are violations of the universal principle of justice. As agents of Ma'at, the Resurrected are expected to avoid such transgressions. Failing to uphold the balance can result in the inability to advance in understanding of the divine principle or, worse yet, punishment from the Judges of Ma'at in the form of a reduction in Balance rating (and, perhaps a corresponding decrease in relating Abilities.
     Offenses are rated according to their seriousness. Less enlightened mummies are accorded a certain measure of understanding by the judges, but with greater understanding of Ma'at comes both greater power and greater responsibility. Those who have a higher Balance are held to a higher standard. Offenses that might have one been tolerated become punishable by a loss in power and prestige. At the most advanced levels, the Reborn become living embodiments of Ma'at, leaving behind the foolish behavior of their earlier ignorance. The following chart lists offenses against Ma'at as appropriate to the character's Balance rating:
BalanceOffenses
1Offenses against individuals, including murder, rape, torture, and similar crimes. Any deliberate act that leads to death or permanent harm of a living person who lives in harmony with Ma'at. The lives of all persons living in accord with Ma'at must be honored and respected.
2Any of the above intentional offenses against any living creature living in accord with Ma'at. Allowing any of the above offenses to take place without trying to prevent it.
3Causing harm to any person out of hatred, jealousy, fear, or the like (although self-defense is acceptable). Destroying particularly valuable or inspirational objects such as ancient ruins or religious icons. Causing harm to yourself, including destructive patterns of behavior, addiction, and so forth.
4Doing intentional harm to personal or public property without just cause. Impassioned harm against any living creature. Inflicting emotional harm on another person intentionally. Inflicting emotional harm on another person intentionally.
5Doing harm to another person through ignorance, negligence, or thoughtlessness.
6Theft, deception, or betrayal against any person.
7Doing harm (physical, emotional, or spiritual) to any person, for any reason other than self-defense or the upholding of Ma'at.
8Doing harm to any living creature, for any reason other than self-defense or the upholding of Ma'at.
9Allowing any of the previous offenses to take place in your presence without making an effort to prevent it.
10Doing anything less than your absolute best to uphold and embody Ma'at at all times.


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Handling Offenses Against Ma'at


     Clearly, Ma'at is a difficult path to follow, since it requires upholding a strong moral and ethical code. In the game, the Storyteller takes the role of Ma'at and her judges, and he decides whether or not any given action constitutes an offense. As a rule of thumb, the Storyteller should always inform the player when his character is about to take an action that constitutes an offense against Ma'at. A mummy can feel the balance within him, and he always knows when he goes against universal principle. That awareness -- the metaphysical equivalent of feeling the ship's deck tilting under your feet -- is what makes the mummy's actions meaningful. He doesn't act in ignorance. If the player chooses to go through with the action anyway, rather than looking for another option, the character must deal with the consequences.
     The Storyteller should strive to be fair and consistent in applying the requirements of Ma'at. Players shouldn't feel the Storyteller is trying to persecute them, and an act that's an offense for one character should be an offense for another character of the same Balance rating. At lower levels of Balance, offenses should be fairly rare. If they're not, then perhaps the group is interested in a completely different style of game. At higher levels, acting in accord with Ma'at becomes more and more difficult. Mummies have to learn to put aside their baser instincts, avoid the easy solutions, and take the moral high road in dealing with their problems.
     That's not to say that an advanced Mummy chronicle has to be about saintly immortals planting flowers and being pleasant to everyone all the time. The Undying can use force to avoid harming innocents in the process. Avoiding violence can present the characters with the opportunity to use cleverness and RolePlaying to overcome their challenges rather than opening up with the big guns. Further, note that the definition of person in the preceding table doesn't include agents of Apophis or non-living beings such as vampires. The Amenti struggle against these very beings in consideration under Ma'at. This idea may change should true balance be restored in the universe. Given the current state of the World of Darkness, though, such an event is exceedingly unlikely in the near future.


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The Fall From Grace


     The road of Ma'at is a difficult one to walk, and not all of the Reborn can make the journey. The world of the living is filled with temptations, some of which are created by agents of Apophis and others of which are simply a part of being alive. Mummies possess immortality, sensitivity, mystical power, and a first-hand understanding of how precious life is. Although they have been a keen appreciation for Ma'at, they often face a greater temptation to abuse the gifts that they've been given.
     Osiris doesn't tolerate abuse of his gift of eternal life. If a mummy falls below Balance 1, one of two possible outcomes occurs. The first possibility is that the Judges of Ma'at will consider the mummy unworthy of eternal life. They cast the mummy's soul to Amemait, and the mummy is no more.
     The second option and the only chance of the mummy's continued existence is for the Amenti to renounce Osiris and Ma'at and agree to serve Apophis. Making this decision is obviously a horrendous insult to Osiris and all his followers. A mummy who's become so corrupt that such a decision actually seems appealing likely doesn't care much what the Lord of Life thinks. In this eventuality, the Corrupter appears and tempts the mummy the next time he enters the Shadowlands. If the mummy agrees to turn to Apophis, the dark serpent changes the Undying spirit to suit its needs. The mummy loses his Balance rating and all benefits of Balance. Instead of receiving the benefit of Osiris, the mummy now gains his power from dread Apophis itself.
     The Great Serpent isn't as giving with its energy. The mummy's body ages at twice the normal rate, although it suffers no corresponding loss of Attributes. The mummy suffers from the effects of disease, addiction, and similar weaknesses of the flesh as before, but while these effects can't be cured or overcome, neither do they kill the character. The mummy retains all other capabilities, including special senses, greater resistance to injury, the ability to return from the dead, and Hekau Paths at the previous levels.
     Still, the mummy's existence quickly becomes more of a curse than a blessing. Suffering the pains of mortal existence, denied the hope and peace of Ma'at and driven by dark passions, these poor creatures are enemies of all that they once upheld. Fallen mummies quickly become pitiful-looking creatures that are withered and aged, wracked with illness, and the marks of excess. They become the embodiment of Apophis' corrupting influence on the world. Rather than feeling hatred, the Reborn pity their lost cousins, and they consider destroying them to be an act of mercy.


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Increasing Balance


     Increasing Balance is more than just a matter of spending Experience. The character must also go before one or more of the Judges of Ma'at and be deemed worthy in order to exercise the power that comes with greater enlightenment along the path. Until and unless the judges find the Amenti worthy, the increase in Balance doesn't take place.
     Higher levels of Balance become significantly harder to obtain, as they represent righteous behavior and insight into the nature of the universe. Dealing with each of the Judges of Ma'at is a journey that takes many lives and deaths. Even the eldest of the Imkhu hasn't yet completed this journey.
     The mummy appears before the judges each time he dies, allowing each death cycle to be a reasonable time to increase Balance (if the Storyteller agrees that the increase is warranted). A living Amenti who feels that he has enhanced his understanding of Ma'at (that is, has accumulated enough Experience Points to increase his Balance Trait by one dot), may appear for judgment any time during his life cycle. Doing so requires the mummy to enter a deep meditative state. This trance doesn't allow the Amenti's spirit free travel throughout Duat. Instead, the soul speeds directly to Anubis in an echo of the journey that took place prior to the start of the mummy's Third Life.
     The mummy's body lies comatose while his spirit is in the underworld, just as it does when an Amenti uses Hekau to separate his soul from his khat. A resurrection roll isn't required to return from this journey to the Underworld, and it doesn't count against the number of resurrection rolls a character makes in a year.
     In game terms, each increase in the Balance Trait requires facing cumulatively more Judges of Ma'at. Therefore, a mummy with Balance 1 will face a single judge. A mummy with Balance 2 will face two judges, and so forth. The numbers are never exact from one Amenti to another or from one Balance level to another. The mummy will likely never stand before all 42 judges, though, and he may face certain ones multiple times in his journey of enlightenment. As the mummy grows in understanding, more powerful and perceptive judges attend him. However, only the goddess Ma'at herselffff can instill the understanding of the divine order necessary to gain Balance 9 or 10. the god-king Horus is said to struggle still with the teachings of the highest of the Judges of Ma'at while Anubis is thought to face only the left and right hands of the goddess, the Judges Nefer-tem and Usekh-nemmt.
     To be judged as he desires, the mummy must have no unresolved offenses against Ma'at that are greater than his desired (not current) Balance rating. The further the mummy progresses in understanding Ma'at, the more stringent the standards of judgment become. Likewise, the greater a mummy's dedication to Ma'at is, the greater the rank of the judges he's brought before becomes. See the list of offenses for specifics.
     Each of the judges may also choose to rest the character's worthiness. This test often occurs as the spirit approaches in the underworld, with dangers subtle and obvious appearing anywhere between the Pillars of the West and the borders of A'aru itself. This facet of the game allows the Storyteller to run a solo story involving the character if he so desires. If the character is judges worthy (and the player has sufficient Experience), the increase in Balance is granted. Failing to be judged worthy forces the character to undergo a test to prove that he's worthy to remain at his current Balance level, thereby expunging his present offenses against Ma'at.
     The highest levels of Ma'at are exceedingly difficult to achieve. To attain the ninth and tenth dots in Balance, the mummy must face the most wise and powerful of the judges who attend the goddess of justice herself. She makes the final decision as to whether the character is worthy of the great privilege and responsibility of such power. Ma'at may put a character through any trial imaginable in order to test his worthiness. A mummy aspiring to the highest levels of Balance finds himself tested even in the living world. Temptations and trials seem drawn to him like a magnet, offering him opportunities to prove his worthiness and further the cause of Ma'at. The Storyteller can use a character's quest to increase Balance to the highest levels as the basis for several stories or extended missions for all the characters involved.


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