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The Living Mummy


SKJAM!

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It's been quite a while, so from Essential Marvel Horrror #2...

 

Living Mummy (Created and trademark Marvel Comics)

 

Player: NPC

 

Val Char Cost

37 STR 27

10 DEX 0

25 CON 30

20 BODY 20

10 INT 0

15 EGO 10

20 PRE 10

4 COM -3

 

14/44 PD 7

10 ED 5

2 SPD 0

12 REC 0

50 END 0

52 STUN 0

 

6" RUN 0

2" SWIM 0

0" LEAP -7

Characteristics Cost: 99

 

Cost Power

37 Skin like steel: Armor (30 PD/0 ED), Hardened (+1/4) (56 Active Points); Only Works Against Limited Type of Attack (the BODY portion of attacks; -1/2)

4 Over seven feet tall: Knockback Resistance -2"

11 Functionally Immortal: Life Support (Eating: Character does not eat; Longevity: Immortal; Sleeping: Character does not sleep)

4 Psychic Connection to Dr. Skarab: Mind Link , Dr. Skarab class of minds, One Specific Mind, Psychic Bond (10 Active Points); Limited Power Power loses about half of its effectiveness (Empathetic link, no verbal communication; -1), Does Not Provide Mental Awareness (-1/4), Stops Working If Mentalist Is Knocked Out (-1/4)

3 Tall, with long arms: Stretching 1" (5 Active Points); Limited Body Parts (-1/4), no Noncombat Stretching (-1/4)

Powers Cost: 59

 

 

Cost Skill

3 Climbing 11-

25 +5 with HTH Combat

3 Hoist 11-

3 AK: Northern Africa 12-

2 AK: Ancient Egypt 11-

2 KS: Animals and plants of Northern Africa 11-

0 Language: Swarili (idiomatic) (4 Active Points)

3 Language: Ancient Egyptian (completely fluent)

2 Navigation (Land) 11-

3 PS: Hunter 12-

4 PS: Warrior 13-

7 Stealth 13-

3 Survival (Desert, Tropical Plains) 11-

11 Tracking 15-

4 WF: Common Melee Weapons, Common Missile Weapons

Skills Cost: 75

 

 

Cost Talent

10 Follow-Through Attack

Talents Cost: 10

 

Total Character Cost: 243

 

Pts. Disadvantage

20 Distinctive Features: Huge man in mummy wrappings and deformed flesh (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

10 Hunted: Beings who wish to enslave him 8- (As Pow, Harshly Punish)

10 Money: Destitute

10 Physical Limitation: Stiff--cannot run non-combat, leap, or use Acrobatics or Breakfall (Frequently, Slightly Impairing)

10 Physical Limitation: Speaking is painful and slow (Frequently, Slightly Impairing)

20 Psychological Limitation: Desires freedom for himself and all oppressed peoples (Common, Total)

15 Psychological Limitation: Does not truly understand modern society (Very Common, Moderate)

10 Social Limitation: Monster (Occasionally, Major)

20 Vulnerability: 2 x STUN Fire and dehydration attacks (Common)

Disadvantage Points: 125

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

APPEARANCE

Hair Color: none. formerly black

Eye Color: Brown

Height: 2.28 m

Weight: 295.00 kg

Description:

Before his mummification, N'Kantu was a tall, well-built black African of the Swarili tribe. He's still tall and impressive, but somewhat scrawnier-looking. He's entirely covered in gray mummification bandages save his eyes, which are his only outward method of expression. Under the wrappings, N'Kantu's skin is withered, mottled and blistered from millenia of disuse.

BACKGROUND

Over 3000 years ago, N'Kantu was chieftain of the Swarili tribe of Northern Africa when he and his entire tribe were taken captive by Egyptian raiders. Prized as slaves because of their great strength and hardiness, the Swarili were put to work building the glorious tomb of Pharoah Aram-Set. Fearing revolt, the Pharoah ordered that the slaves be killed upon completing the edifice. Fortunately , N'Kantu saw through this plan and turned it back on the Egyptians, succeeding in freeing the remainder of his people and slaying Aram-Set. However, this victory was short-lived. The pharoah's closest advisor, the wicked priest Nephrus, had known of the rebellion and kept it a secret so that N'Kantu's people would eliminate Aram-Set, then Nephrus would dispose of the Swarilis and rule himself.

 

Nephrus trapped N'Kantu with a paralyzing drug, replaced his blood with a fluid designed to give immortality, then had the chieftain wrapped in mummification cloth and sealed in a sarcophagus. Presumably Nephrus was using him as a test to see if the fluid actually worked before making himself immortal. But no sooner had Nephrus declared himself Pharoah than the palace was struck by an earthquake, and he was apparently crushed to death by the ceiling.

 

In 1973, the paralysis drug finally wore off, and N'Kantu broke out of the long-lost sarcophagus. Unfortunately, three millenia of being buried alive had affected N'Kantu's mind, and he was completely insane. He rampaged across Egypt until he was finally shocked senseless by broken electrical cables. Egyptologist Dr. Skarab (a direct descendant of Nephrus, fortunately much more ethical than his ancestory) brought N'Kantu's mummy to New York City to study. N'Kantu finally awoke from the electrical shock to find his mind cleared but his surroundings entirely alien.

 

Before he could get his bearings, N'Kantu found himself whisked away to the extra-dimensional lair of the Elementals, powerful mystics who'd once tried to conquer the Earth until stopped by the power of the Scarlet Scarab, a mighty magical artifact (and not so coincidentally created by another ancestor of Dr. Skarab.) They offered to transform N'Kantu back into a normal man in exchange for him bringing them the Scarab so that they could not be defeated. While this promise let down his defenses long enough for N'Kantu to be mind-controlled into doing their bidding, the Living Mummy's hatred of all oppressors allowed him to break free before being forced to kill an innocent man.

 

The Elementals, angered by his defiance, came back to Earth anyway and seized the city of Cairo, sealing it in an impenetrable force field. N'Kantu teamed up with Dr. Skarab, his assistants Ron and Janice, lovable rogues Asp and Olddan, and the renegade Elemental Zephyr to find a way to unlock the power of the Scarlet Scarab and eject the attacking Elementals from the Earth forever.

 

Following that epic battle, N'Kantu wandered off, perhaps to visit his long-lost homeland. He was last seen in the Negative Zone prison during the so-called "Civil War", his dedication to freedom and lack of English skills making the Living Mummy unwilling or unable to register under the SHRA.

 

PERSONALITY

N'Kantu was once a proud hunter and warrior, who has lost everyone he ever cared for to the mists of time. His hideous appearance and weak communication skills further isolate him from the people around him, making the Living Mummy a very lonely person indeed. But he will fight for the freedom of himself and any oppressed peoples he comes across in his wanderings. One day he hopes to rest, but not just yet.

 

QUOTE

"Yes, boisterous ones. We indeed challenge you. Too long in this war have I remained silent--for such is my way. But now I see what you do not and I can act--and know victory is ours!" N'Kantu's voice is hoarse with the dust of ages, and slow.

 

POWERS/TACTICS

N'Kantu was a large, powerful man and a skilled warrior before he was mummified. Over millenia, the immortality fluid has hardened his body to the consistency of mild steel, making the Living Mummy inhumanly strong and nigh-invulnerable to physical weapons. While he still feels pain when struck, ordinary weapons do no permanent damage to him. He no longer needs to eat or sleep, and ages so slowly as to be functionally immortal.

 

However, his body has also become stiff and slow, making him unable to use many advanced combat techniques or move quickly. In addition, the Living Mummy is vulnerable to attacks that dry him out, such as fire.

 

The Living Mummy is fairly straightforward in his tactics, preferring punches and grabs. When working with more fragile allies, N'Kantu will often provide them cover from gunfire by interposing his body.

 

CAMPAIGN USE

The Living Mummy is a misunderstood monster; his freakish appearance and lack of communication skills often fool people into believing him to be a menace to themselves or in general. Thus it's most likely that the player characters will fight N'Kantu first before getting all the details. But he can also be a stalwart ally in the right genres, such as Horror Hero. He is often the target of evil mystics who seek to control his power for their own plans, or to destroy him for foiling those plans.

 

To make the Living Mummy stronger, add to his strength and combat skill levels. To weaken him, add a Susceptibility to fire. If necessary, you can add a bit more DEX and Speed, but N'Kantu should always be slow by campaign standards.

 

Professor Skarab is an Egyptologist with a secret mystic heritage that only comes to the forefront when he is in contact with the Scarlet Scarab; use the Scholar Package and modify appropriately. Ron is an anthropology major, and Janice's field is never specified but likely complementary. Asp is a skilled second-story man, while Olddan is an aging conman and forger. They may be gay, but more likely Asp is bisexual.

 

The Elementals all have mystic powers: Hellfire is mostly into RKAs, Magnum is into earth and rock control, and has high-end superstrength, Hydron controls water and is a sadist. Zephyr, their female member, and the least interested in ruling the world, controls the wind and men's minds. She defects early on.

 

 

 

Enjoy,

SKJAM!

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