Wednesday, March 16, 2016

Fantasy Core RPG: Mummy Wrapping

FANTASY CORE RPG
UNDEAD AND DEMONICALLY POSSESSED CREATURES
(c) Jerry Harris, 2016
(This link will take you to the Fantasy Core Playtest Rules.)


Mummy Wrapping
Ancient priests and more modern Cult Leaders (10th level Cultist) near death have used this forbidden rite to become undead and thus immortal.  The old ones wished to protect their hidden tombs or long lost temples.  A Cultist may be trying to continue to rule their cult from beyond death.  In either case, both mostly shun human contact and work through intermediaries, if at all.  The modern practitioner may wear golden masks and such to hide their rotted appearance to selected followers.  The Lesser Mummy lacks any spellcasting ability, having lost it in the process of becoming undead, which is another reason why they hide themselves.

Lesser Mummy
HD 8 (d12), Hp 55, AC 18* (Natural, Magic or Fire to hit)
Fort +4, Ref +2, Will +8
Melee: Slam +11 to hit 1d6+4 + Mummy Rot DC 12 Fort Sv or victim loses another 1d6+4 hp and will be unable to heal normally.  Magical healing will be necessary to stop the rotting effect.
Despair: At the mere sight of a Mummy, the viewer must succeed on a DC 18 Will Sv or be paralyzed with fear for 1d4 rounds.  (Certain classes, such as Paladins, are immune.) 

Banes and Habits: Mummies are terrified of fire.  (Must have something to do with being wrapped in old bandages.)  They will take double damage and will generally retreat from it.  Mummies are fairly bright for being undead, but are terribly single-minded on whatever task they’ve set for themselves.  They’ll often ignore obvious threats that do not concern their primary focus.     
Final Destruction: A Mummy destroyed by fire or magic is dead.


Ancient One (Mummy Lord)
Ancient Priest-Kings used a more powerful version of the Mummy Wrapping ceremony to eternally protect their hidden tomb or a temple or such.  There may have been some hope of being roused in the future to rule when the times were right, in which case a cult may be servicing the Ancient One’s abode.  As part of the ceremony, Its soul is contained in a small object, a Ka. They cannot be permanently killed as long as their soul object is intact (they will reform within a day).  Unlike Lesser Mummies, Ancient Ones are potent spellcasters as well.  In spite of this, they tend to be even more reclusive, waiting for their cult to covertly gather more power and followers for their master’s eventual reemergence.    

A Mummy Lord has the same stats as a Lesser Mummy with these exceptions:
Hp 96
Immortal: As long as their Ka is intact, a Mummy Lord cannot be finally killed.  If physically destroyed, they will reform within a day in their chosen sacred space.

Final Destruction: A Mummy Lord must be defeated and their Ka destroyed for them to be put to rest.  Obviously, they keep this object well-hidden and protected.  Mummy Lords must stay within 1 mile of their Ka or they will fall dormant.   
 
Mummy Lord Spells
Spellcheck: +10, Save Against: DC 17, 3 cumulative failures in a turn/encounter.
Mummy Lords may well know all standard spells (0 to 5th level).  If their spellbook has survived the ages, it would be tempting prize to go after.  This is a listing of common spells they might use.

1ST-LEVEL WIZARD SPELLS (DC 13 to cast)
Magic Missile: 14 impact damage + Knocked down. (Ref Sv all damage) Short range.

2ND-LEVEL WIZARD SPELLS (DC 14 to cast)
Acid Arrow: 14 acid damage + -1 to non-Dex bonus/magic AC. (Ref Sv all damage) Short range.

3RD-LEVEL WIZARD SPELLS (DC 15 to cast)
Clairaudience/Clairvoyance: Hear or see at a distance for 1 turn.  Line of sight, through 1 wall.
Dispel Magic: Cancels magical spells and effects. Roll a normal Spellcheck to cast, then also compare that to DC 11 + ½ the original caster’s level.  Both must be successful to dispel the magic.  If the just the Spellcheck is successful, it doesn't count as a spell failure (Caster Check)
Fly: Subject flies at speed of 60 ft./rd, 10 turns. Disrupted by any hit.
Gaseous Form: Subject becomes insubstantial and can fly slowly. 10 turns.
Lightning Bolt: 16 electrical damage + Stun 1 rd + Knocked Down. (Ref Sv ½ damage) Medium range.

4TH-LEVEL WIZARD SPELLS (DC 16 to cast)
Arcane Eye: Invisible floating eye moves 30 ft./round. 10 turns
Invisibility, Greater: As Invisibility, but subject can attack and stay invisible. 0 Bonuses to hit by melee or ranged, +4 Saving Throws vs spells, disrupted by any hit.  Encounter.
Wall of Ice: Ice plane creates wall with 25 hp, or hemisphere can trap creatures inside. (Ref Sv to avoid being trapped.  Can batter their way out in 10 less HD rds.) Short range.

5TH-LEVEL WIZARD SPELLS (DC 17 to cast)
Baleful Polymorph: Transforms subject into harmless animal.  Permanent.  Requires physical presence of target and a Sympathy, Forbidden spell. (Will Sv, Caster Check to break.)
Cone of Cold: 24 cold damage + Stun 1 rd + dropped to last in Initiative cold damage. (Ref Sv ½ damage) Medium range.
Cloudkill: Kills 3 HD or less individuals (No Save); 4-6 HD (Fort Sv or die), 6+ HD stunned 1 rd and flee 1 turn.  Immediate area or 30' sq.  Lasts 1 turn.

Summon Monster V: Calls 5HD extraplanar creature to fight for you.  Encounter. Forbidden spell. Ceremony Spell.  5 HD (1d8), 40 hp, +5 BAB, AC 15, damage 1d6+5, Fort +4, Ref +1, Will +1

No comments:

Post a Comment