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Creatures for my Pulp Egypt game

 
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P_Clapham



Joined: 10 Mar 2008
Posts: 113
Location: Amherst MA
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PostPosted: Wed Jul 21, 2010 9:04 pm    Post subject: Creatures for my Pulp Egypt game Reply with quote

While my game is going to hint at the existence of the Hollow Earth, most of the action is going to be taking place in and around Egypt. Using some of the rules from Desolation, I've slapped together a few different kinds of Mummies.

Lesser Mummy
Archetype: Undead Motivation: Obey Orders
Style: 0 Health: 4
Primary Attributes
Body: 2 Charisma: 0
Dexterity: 3 Intelligence: 0
Strength: 2 Willpower: 2
Secondary Attributes
Size: 0 Initiative: 3
Move: 5 Defense: 5
Perception: 2 Stun: N/A
Skills
Brawl 5, Melee 5
Talents
Mindless: Immune to mind control, Undead: Immune to non lethal damage
Flaws
Susceptible to Necromancy: -2 against spells rolls, Reanimated: Cannot talk or act on it's own
Combat
Fist 6nl [3], Kopesh 7L [3]
A desiccated fleshless corpse wrapped in filthy bandages. The creature has a musty smell reminiscent of exotic spices and decay. It is armed with a pitted and tarnished sword of bronze.

Mummy
Archetype: Undead Motivation: Orders
Style: 0 Health: 7
Primary Attributes
Body: 4 Charisma: 0
Dexterity: 2 Intelligence: 1
Strength: 3 Willpower: 3
Secondary Attributes
Size: 0 Initiative: 3
Move: 5 Defense: 6
Perception: 4 Stun: N/A
Skills
Brawl 6, Melee 6, Stealth 4
Talents
Tough: +1 Body, Mindless: Immune to mind control, Undead: Immune to non lethal damage
Flaws
Susceptible to Necromancy: -2 against spells rolls, Reanimated: Cannot talk or act on it's own
Combat
Fist 7nl [3], Kopesh 8L [4]

This undead abomination contains a dim spark of intelligence. Possibly a slumbering Ka?

Next on my list, their High Priest and some animated statues.
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Doc Nova
Expedition Leader - 12 months
Expedition Leader - 12 months


Joined: 21 Aug 2006
Posts: 302
Location: Indianapolis, IN
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votes: 14

PostPosted: Thu Jul 22, 2010 4:25 am    Post subject: Reply with quote

Very nice and reminiscent of a certain mummy movie that many of us love. Solid, low and moderate stat foes, which also leaves you plenty of room to upgrade for "boss" foes or to allow mass numbers.

On the second mummy, however, you have it listed as having a "spark of intelligence", but it is then also unable to act on its own. So I have to ask...what's the intelligence for? Or is the "not acting on its own" only limited to basic orders and the intelligence allows for some room for interpretation and "on scene improvisation"?
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P_Clapham



Joined: 10 Mar 2008
Posts: 113
Location: Amherst MA
Reputation: 44.8Reputation: 44.8
votes: 3

PostPosted: Thu Jul 22, 2010 9:16 am    Post subject: Reply with quote

It's still limited to the orders given to it, but is able to have more leeway. Enough that it will use stealth and opportunity rather than just blindly charging in. I thought about using a different flaw than reanimated, or possible dropping it entirely from the mummies. I'd say a Int of 0 qualifies for 'not being able to act on it's own'.

The game is indeed heavily based on that movie, that and Raiders of the lost Ark.

Doc Nova wrote:
Very nice and reminiscent of a certain mummy movie that many of us love. Solid, low and moderate stat foes, which also leaves you plenty of room to upgrade for "boss" foes or to allow mass numbers.

On the second mummy, however, you have it listed as having a "spark of intelligence", but it is then also unable to act on its own. So I have to ask...what's the intelligence for? Or is the "not acting on its own" only limited to basic orders and the intelligence allows for some room for interpretation and "on scene improvisation"?

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