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Netjer: Heku

Heku is a tradition of magic that originated in ancient Egypt, practiced by the Netjer and their followers. It holds dominion over rebirth and the afterlife, exerting outward power in the form of sekhem, external life force, and through the many-part soul: Ren (name), Ib (heart), Sheut (shadow), Ba (personality), Ka (vital essence), and Ha (the sum of all these).


 

Boons

REN HARVEST

Cost: Free
  Duration: Instant
  Subject: Self
  Action: Reflexive

As your name spreads across mortal lips and thoughts, your Legend grows. Once per session, when you hear someone talk about you by name and describe your exploits, you gain 1 Legend. Reading a published written description of your exploits that attributes them to you by name in a newspaper, blog, or other similar document can also trigger this reward. In order for you to use Ren Harvest, the speaker or writer must be praising you out of genuine awe or admiration. Attempting to coerce or trick someone into praising you won’t trigger it.


 

SEKHEM BLAZE

Cost: Imbue 1 Legend
  Duration: One scene
  Subject: One character
  Clash: Presence + Legend vs. Resolve + Legend
  Range: Medium
  Action: Simple

You manifest the power and energy of your living soul as a brilliant light shining in your eyes, exerting your dominance over all you behold. The target must either flee from, or is cowed into submission and ceases hostilities — your choice. If you know their ren, you treat their Attitude as two points higher for the rest of the scene. This does not stack with other magical Attitude bonuses.


Innate Power: You hold power over those whose ren, or true name, you know. For most mortals, this is their full given name, while the ren of mythical beings, cautious occultists, or Gods require more extensive research or subterfuge to uncover. Knowledge of a character’s ren grants Enhancement 2 on rolls to gain knowledge or understanding of them.

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