The Fatigue immunity does worry me, too - that's crazy strong for a Perk, and very abusable, even if you do have to get yourself killed in-game to take advantage of it.
But we'd talked about this before, and I'd actually posted in that thread, but maybe it does belong here more - how does Mummy work as a Nile Empire specific Perk? If you Disconnect, are you just alive? Or are you dead? "Alive" is the obvious interpretation for the way similar things work mechancially (you just lose the game-mechanic benefits of your non-locally-supported stuff) while "dead" is the obvious interpretation for the theme (for the same reason you're avoiding cyberhearts -- if this Miracle is all that's keeping you moving and you lose it, then the whole keeping-moving thing is among the benefits you lose.)
What if my Amaatist Priest's friend the Dwarven Warrior dies? Can the Miracle even work on her? I could imagine it turning her into a permanent 4-case Contradiction, but you never roll your Mumminess, and other Cosm Perks don't have that option. Given that in most campaigns the characters spread out among Cosms because that's the most fun and most interesting, that means in most games the only person who could cast this would also be the only one who could have it cast on them, and would incidentally have to be dead at the time, rendering it slightly difficult. So on the one hand that makes it less important if it's a little OP, but on the other hand that means it's taking up an awful lot of space in the book for something completely irrelevant because no one's ever meant to have it. (<-- Sorry, TH! But you're the one who kept schooling us on the importance of space...
It had to sink in eventually
One thing I just worked out - it's not in the Perk, but in the Miracle. Most Mummies are going to have a permanent Injury. So that's basically the loss of an Attribute point. (I'm not sure what makes it a `Permanent' Injury -- does that mean you can't ever buy the attribute up after that? Or just essentially also reduces your Maximum by one? Given that you get to choose the attribute, that's not a real drawback, alas, but worth noting.) That is
a significant cost - at least another 12 XP worth - and is actually neatly set up. If someone is trying
to become a Mummy, and you get a Standard Success, you can try
to bump that up... but spending a Possibility is I think actually guaranteed to rocket you up to Outstanding, at which point they just come all the way back to life and don't become an undead abomination. Poor thing! And you only get one shot at it. A Good Success is a whole lot harder to guarantee than Outstanding, curiously enough.
Overall it still comes across as being intended more for NPCs, which is cool, but it's pretty prominent in the book and TorgE has always been, as we've also been frequently reminded, very player-facing.
For the record, I don't like `rarity' as a control on `power'. That's how, say, Magic: The Gathering does it, and it just means that once one player has that rare ultra-powerful effect, it's that much harder to balance because it's really hard for anybody else to get a similarly powerful effect because they're all rare.
Given that whole Outstanding Success aspect on Recall Spirit, I have the impression Mummy is meant to be more of a mixed bag, though - something you might want, but really might want to avoid. The Permanent Injury is a good start. Making them count as a Supernatural Evil is a neat idea, but in practice, most of the bad guys aren't equipped to fight Supernatural Evil anyway - not after the first time they cut themselves shaving and explode - so I'm not sure it would really help.
...If it were me (which it's not!), I think I'd actually reverse the Fatigue thing. Say they suffer a little extra Fatigue akin to an Elf, but in Cosms with Spirit under 12. That's Core Earth, Pan-Pacifica, and Tharkold, compared to Core-Earth, Living Land, and Pan-Pacifica for Elves. I get the thinking behind the total Fatigue immunity, but given that they do still have Shock, I'm not sure how necessary it is. And if you flip that, it means a Mummy doesn't need to breathe or eat and is immune to poison - all rare but situational. They probably don't age, either, which I know is irrelevant in a game yet most of my characters still strive for, for some reason, and is super satisfying to get. But they gain a Fatigue condition and probably
lose an Attribute point, plus they have to buy this Perk, and... yes, balances out to be a bit on the negative side, but that's why an Outstanding Success means you don't have to do it. It's a chance to bring someone back to life, but at a cost. Not a Terrible Cost like I hope we'll see in Orrorsh, but a cost.
CyberPapacy should have a Miracle that can take back resurrections granted from other Cosms. I mean, not quite that simply, but a Miracle that tries to wrest their wrongfully-stolen spirit back out for the glory of Heaven - maybe skipping Shock and inflicting Wounds directly, but that only works on characters who have died and been brought back to life - would be awesome, and totally appropriate for the CyberPriests.
...Anyway, I'm sorry, Deanna. I just get thinking out loud when I'm excited about something, so I hope you take this as a compliment more than anything else. The book is fantastic and there is once again so much
that I am really loving about it! And for Mummy specifically, I really want to say again, that balance around the Good Success is absolute genius - it's subtle, and feels like it'll be very effective, no matter where you leave the rest of it. I like that a whole lot and I hope we see similar tricks in future resurrection options, honestly.