This section lists several cultural, professional, and racial Templates GMs might find useful in an Ancient Egypt-themed Fantasy Hero campaign. Many of these Templates can be used in conjunction with the various Templates offered in Fantasy Hero.
DETECT TRUE NAMES
In order to cast an spell that affects the target’s mind, you need to know the True Name of the target. This spell allows the caster to pull the True Name from the target’s mind. The caster must get EGO+40 in order to hear the True Name (which means a total of 48 on the dice for any normal human, and a total of 50 for any starting hero.) Experienced and more powerful magicians will buy more than 12d6 of Telepathy, GM’s should allow for upwards of 14 to 18d6.
As this spell is a must for most magicians and priests, it’s presented separately from all other spell lists. In addition, True Names only exist for those beings who have a language. Thus, humans and gods have True Names, plants and animals do not.
9 Telepathy 12d6 (Human class of minds); Mandatory Effect (Must Always Achieve EGO+40; -1), Only To Detect Target's True Name (-1), Extra Time (Full Phase, -½), Concentration (0 DCV; -½), Gestures, (throughout casting: -½), Incantations (throughout casting; -½), Requires A Magic Skill Roll ( -½), Receive Only (-½), Spell (-½), Normal Range (-¼), END 6
Egyptian djinn (pronounced “jin”) are desert-dwelling elf-like beings. In fact, the name is a bit off, as ‘true’ djinn are actually from Arabic and Islamic folklore, myth, and teachings. However, they’re included in Mythic Egypt, so I am presenting them here. A male djinn is a djinni, a female is a djinna. They live all across northern Africa and the Middle East. Djinn are immortal beings of smoke and fire, and are thus immune to the effects of heat, cold, thirst, and hunger. They are all beautiful (the +1 Striking Appearance is just for starters) with hair colors unlike that of any human. Djinn come in five tribes: Blue, Green, Red, Violet (or “Purple,” “Royal,” or “Black,”), and Yellow (or “Golden.”) A djinn’s hair and eye color matches his tribe, although their skins are the typical light-brown of Egyptian desert-dwellers.
According to Mythic Egypt, all djinn have the same True Name, and this name is well known among magicians. This makes them rather vulnerable to certain forms of magic, as many Egyptian spells require the True Name of the target. In non-Egyptian games you could make this a Vulnerability to certain Mental Powers.
Most djinn live as desert nomads, but come into human towns to trade. In non-Egyptian Fantasy Hero settings, djinn could be a form of elf, or could be a nature of spirit of some sort. Djinn can interbreed with humans, the offspring will either be human or djinn. The human child of a djinn parent will have at least one level of Life Support: Longevity as well as an 8- Power Skill with magic. In more traditional Fantasy Hero settings, half-djinn may be possible. If so, simply give the half-djinn reduced version of the powers listed in the Racial Template.
Djinn Racial Template
Cost Ability 24 Immune To Fire: Resistant Protection (12 PD/12 ED); Only Works Against Natural Cold And Frost (-½) 12 Immune To Fire: Resistant Protection (12 ED); Only Works Against Natural Fire And Flame (-½) 4 Swift Of Foot: Running +4m 5 See By Moon And Star Light: UV Perception (Sight Group) 12 Immolation: Sight Group Images, +4 to PER Rolls, Area Of Effect (4m Radius; +¼), Reduced Endurance (0 END; +½); Only To Create Light (-1), No Range (-½) 12 Immortal Essence Of Light And Fire: LS (Eating: Character does not eat; Longevity: Immortal; Safe in Intense Cold; Safe in Intense Heat) 3 +1/+1d6 Striking Appearance (vs. all characters) 1 Power: Magic Skill 8- Total Cost Of Package Abilities: 73 Complications Value Complication 15 Distinctive Features: exotically-colored hair and eyes(Not Concealable; Not Distinctive In Djinn Culture) 20 Social Complication: True Name Is Widely Known Among Magicians (Frequently, Severe) Total Cost Of Package Complications: 35 OPTIONS Cost Options +12 Typical Djinn Cultural Skills Package: AK: [local desert] 11-, KS: Djinn History 11-, PS: [choice of occupation] 11-, Stealth 13-, WF: Blades
Sphinxes are a race of shape-shifting were-lions, and only one of a number of similar shape-shifters found in the desert. They have three forms (possibly more), one of which is their normal human form, the other is the form of a lion, and the third, which can be any combination of the two. Thus, a sphinx can look like a human, a great cat, a human-headed lion, a lion-headed human, or a lion-bodied centaur. The sphinx retains all of its intelligence and skills regardless of form, but can only speak if it has a human mouth. A sphinx can only change once every 12 hours. However, if GMs wish to link the sphinx more to the gods Bast and Ra, then a sphinx can only change forms at sunup or sundown, regardless of when the last change in forms occurred.
Sphinxes live in lion-like prides, with a single male, several wives, and their children. Single males either roam off by themselves (a good excuse for a sphinx PC) or form bands of brothers and/or cousins (an excellent way for the GM to create a bandit camp.) Sphinxes can also interbreed with humans and lions (provided they are in the right form,) but the offspring will be either fully human, lion, or sphinx. However, in certain Fantasy Hero settings an individual with sphinx parentage could either assume a single alternate form (such as a lion or humanoid-lion) or have special affinity for felines.
In human form, a sphinx is tall, well-muscled, with blond or sandy-brown hair and yellow eyes. The males all have beards and most sphinx tribes wear little to no clothing and carry little in the way of gear. As they have no need or use for money, the sphinx place great value on promises, oaths, and services given and received. They also are curious about new things, enjoy riddles, and respect honesty and hunting prowess.
Sphinx Racial Template
Cost Ability 5 +5 STR 1 +1 PD 4 Claws: HKA 1 point; Reduced Penetration (-1/4) 4 Swift Of Foot: Running +4m (20m total) 24 Change Shape Into Lionish Forms: Multiform (225 Character Points in the most expensive form) (x8 Number Of Forms); Can Only Change Shape Every 12 Hours (-1 1/2) Total Cost Of Package Abilities: 38 Complications Value Complication 10 Distinctive Features: Sphinx (tall, muscular, yellow eyes, blond or sandy-brown hair) (Not Concealable; Not Distinctive In Sphinx Culture) 15 Psychological Complication: Curious/Seeks Knowledge/High Regard For Honesty And Oaths (Common; Strong) Total Cost Of Package Complications: 25 OPTIONS Cost Options +8 Typical Sphinx Cultural Skills Package: AK: [local desert] 11-, KS: Riddles 11-, KS: Sphinx History 11-, Survival (Desert) 11-
The race of were-cats stand no more than three feet in height, about half the size of a normal human. They are slender, brown-skinned, with greenish or yellow eyes, and brindled (i.e. spotted) hair the color of a cat’s coat. As their name implies, they can assume the form of a large (20-25 pound) cat, usually with tiger-stripes or a marmalade pattern to their fur. This transformation can only be done one very 12 hours (or at sunrise and sunset.) Unlike sphinxes, were-cats are not inter-fertile with cats or humans.
Were-cats in the wild live in small communities of burrows on the edges of deserts. Some live with humans, acting as a family pet by day and as a helpful house spirit by night. In more populous areas, or those with many magicians, the were-cats will live openly. Were-cats that live with priestess of Bast or with magicians tend to do so openly. As a rule, were-cats are quite candid, even tactless when dealing with others, and can be quite evasive and secretive when they wish. However, if forced to answer a question, they usually speak the truth and can be quite loyal to friends and loved ones.
Were-Cat Racial Template
Cost Ability -5 Small Size: -5 STR 6 +3 DEX 5 +1 OCV 10 +2 DCV -4 Short Legs: Running -4m (8m total) 5 Were-Cat's Eyes: Nightvision 10 Change Shape Into Feline Form: Multiform (100 Point cat) (x2 Number Of Forms); Can Only Change Shape Every 12 Hours (-1 ½) 7 Stealth 14- 2 Survival (Desert) 11- Total Cost Of Package Abilities: 36 Complications Value Complication 5 Distinctive Features: Were-Cat (green or yellow eyes and brindled hair the same color as the coat of their cat form) (Concealable; Not Distinctive In Were-Cat Culture) 10 Negative Reputation: A Sneaky And Spooky People, Frequently 10 Physical Complication: Small (around 1m tall; +6m KB) (Infrequently; Slightly Impairing) Total Cost Of Package Complications: 25 OPTIONS Cost Options +6 Typical Were-Cat Cultural Skills Package: AK: [local desert] 11-, KS: Bast And How To Worship Her 11-, KS: Were-Cat History 11-
EGYPTIAN MAGIC USER
Magicians are very commonplace in ancient Egypt. Every neighborhood has at least one, and people call upon them as if they would a doctor or plumber. The typical magician is called up on to remove bad luck and minor curses, find lost items, maintain a person’s good luck, craft love potions, and deal with minor injuries and illnesses. More advanced magicians may tell fortunes and the future, act as full-blown physicians, craft wondrous objects, and even command various djinn (or the elements themselves.) Egyptian magicians may be organized into brotherhoods, guilds, professional associations, and the like. Said groups may require dues, have initiation ceremonies, standard for membership, and so on.
Magic User Template
Cost Ability 1 Language: Demotic Writing (literate) 4 Temple Writing: Language: Hieroglyphics And Hieratic (completely fluent; literate) 2 PS: [style of magic] 11- 1 PS: [choice of occupation] 8- 5 Power: Magic Skill 12- 5 Trading 12- 3 Scholar 1 KS: Omens And How To Interpret Them 11- 1 KS: Showmanship 11- 3 KS: [see notes] 11- Notes: Any three of the following Knowledge Skills: Astrology, Fabulous Beings, Foreign Magic, Herbs and Potions, Mathematics and Lucky Numbers, The Spirit World Total Cost Of Package Abilities: 26 Complications Value Complication 5 Hunted: guild magician belongs to, Infrequently (Mo Pow; NCI; Limited Geographical Area; Watching) 10 Psychological Complication: [see notes] (Common; Moderate) Notes: Select one: Ambitious, Curious, Money-Grubber, Social-Climber Total Cost Of Package Complications: 15 OPTIONS Cost Options 1 Positive Reputation: well-regarded magician ([local populace) 11-, +1/+1d6 Notes: A must for law-abiding magic users.
An Egyptian priest act as a conduit to the divine. There are dozens, if not hundreds, of gods&emdash;the priest uses his magic to determine the god’s will and then acts upon it. Priests also make sacrifices, offer up prayers, and attempt to spread the influence of their chosen deity among the populace at large.
Cost Ability 3 High Society 11- 1 Language: Demotic Writing (literate) 4 Temple Writing: Language: Hieroglyphics And Hieratic (completely fluent; literate) 2 PS: [style of magic] 11- 1 PS: [choice of occupation] 8- 5 Power: Magic Skill 12- 3 Trading 11- 3 Scholar 2 KS: Showmanship 11- 2 KS: Theology 11- 3 KS: [see notes] 11- Notes: Any three of the following Knowledge Skills: Astrology, History, Mathematics and Lucky Numbers, Omens, The Political World, The Spirit World Total Cost Of Package Abilities: 29 Complications Value Complication 5 Hunted: local priestly community, Infrequently (Mo Pow; NCI; Limited Geographical Area; Watching) 10 Psychological Complication: [see notes] (Common; Moderate) Notes: Select one: Ambitious, Faithful, Hypocritical, Money-Grubber Total Cost Of Package Complications: 15
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