Okay, sorry, hab die Antihaltung des Internets in der Frage gesehen.
Mein Fehler.
Ein großer Unterschied zu Immortals dürfte bereits sein, dass die Immortals BEWUSST unsterblich geworden sind, das (zumindest irgendwann) wollten und hart dafür arbeiten müssen (auch entgegen der Moral), um diesen Zustand aufrecht zu erhalten. Diese halben Spirit-Wesen aus dem Ende des Buchs nehme ich mal vom letzten Kommentar aus, aber die haben denk ich mit Mumien auch nicht allzu viel gemein.
Zu Mummies zitier ich einfach mal aus den Blogs.
In the world of Mummy, the Arisen are the beneficiaries and victims of the most powerful magic ever unleashed by mortal hands — a process both sacred and occult that bound each Arisen soul to its own mortal remains… forever. Yes, the Arisen can die, allright, but not for long. It is their burden and their purpose to return, to arise like dark phoenixes from their own ashes to walk the living world once more. Immortality comes at a price, however, and to be Arisen is to strike a balancing act while crossing a tightrope through time, with only the emptiness of space below should one fall. Not only are the demands on such souls high to begin with, but the living world doesn’t make it any easier on them. Their mere presence is a violation to some, an opportunity for others, and along the way many of the souls with whom they interact threaten to push them off the rope, intentionally or otherwise. They are deathless, but know precious little of life. They are eternal, but must be so in a world that has moved on, and will keep moving on.
The protagonists who stand front-and-center in our setting — the Deathless — are ancient and complex souls, each with the potential to reach both the pinnacle of greatness and the nadir of loss or despair, possibly even within the same chronicle. With such a vast, dynamic range of story and personality, of character and complication, it follows that the underpinnings could be similarly broad.
With that said, two themes stand out as the most foundational to the game and to its main characters. The several other themes at work in the game all derive from either these foundational two or from the specific setting background and contextual elements in which the characters’ stories will unfold. The first, and by far the most central of these themes, is memory. Once-mortal souls that must weather not just the passing of centuries, and with them the death of all that’s familiar in culture and civilization, but also the passing of themselves through that same process — as they too must die and be reborn, over and over again — cling to memory like the balm that it is. Memory is not only that which sustains the soul as an independent entity, but that which defines the story of one’s existence. And when one’s existence drags on, through and beyond the lifetimes of all those around him/her — save only other true immortals — the importance of memory does not wither, but grow. Indeed, memory is so fundamental to a mummy that it’s represented by its own game Trait.
The Janus twin of memory, then, and our other foundational theme, is self-discovery. Even creatures that live for but a moment, as compared to a mummy, often struggle with what it means to simply identify themselves: their true character (or soul, if one prefers that term), as well as the purpose or purposes that drive them to daily action. If knowing one’s self and one’s place in the roll of history — or, in more esoteric terms, the role that Fate has in store — is important to a human being, imagine how important it must be to one who once was human, but whose soul now persists. Forever. This theme is doubly important in the specific context of this game, since mummies struggle to retain details of their origins and former life, which makes self-discovery — or re-discovery — a central narrative element in many Mummy stories and chronicles. The more a soul discovers or re-discovers of itself, the greater its memory and sense of its own place in the scope of time. Self-discovery isn’t represented in Traits, but that makes it no less pivotal to the game’s characters.
Also zumindest thematisch ist das was ganz anderes, allein schon dadurch, dass Mumien unsterblich sind, ob sie es wollen oder nicht. Auch diese Erkundung vorheriger Leben und Zeiten geht einen ganz anderen Weg.
That being said, ich werde auch abwarten.
Die Teaser zur Magie und ähnlichem waren wieder eher standard, es könnte also gut werden, dass ich mir die Thematik schnappe und sie mit getweakten Sterblichen realisiere (wie bei so einigen Core-Linien, namentlich Werewolf/Changing Breeds, Promethean, Geist und Mage). Wir haben sogar schon einmal so eine Kampagne um Wiedergeburt und Erinnerung gespielt, und fancy powers braucht man für diese Themen echt kaum.