Bane Mummies

   While there are a number – traditionally either seven or thirteen – of Bane Mummies, most of them conform to the template below. Bane mummies are appallingly powerful: they’re nightmares from the dawn of humanity, have each slaughtered many thousands of people, and are completely without mercy or scruple – although individuals do have their quirks. Fortunately, they also have some fundamental vulnerabilities: their magical talismans, linked to the imprisoned souls which are the source of their powers, can be stolen and – if the mind of the race can be purged, their stolen souls released, and the hidden spirit-cultists who maintain their essence can be hunted down and eliminated, the unholy menace of the Bane Mummies will be destroyed at last.

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Bane Mummy

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Value Characteristic Points
18/60 STR 8
11/35 DEX 3
28/34 CON 36
16/22 BODY 12
8/20 INT -2
14/20 EGO 8
8/80 PRE -2
0/24 COM -5
6/12 PD 0
6/12 ED 0
4/12 SPD -1
12/18 REC 0
0/24 END -28
  Total 29

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Points Powers END
12 2d6 60-Point Equipment Allowance Aid (Fade/month, Max. 60); Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 hour, -2½; Only activates in armories, labs, or between outings: -1½; Personal Only: -1; Difficult to Dispel: ×4, +½; Increased END: ×10, -4; Active Points: 119; This allows a character to haul along 60 CP worth of customized gear. 30
     
12 +12 CP to All Attributes Great Blessing; Modifications to Primary Attributes do not affect secondary attributes. Aid to Defenses has half effect per standard rules.  
(12) 2d6 Aid (All attributes) (Fade/turn, Max. 12); Range: 0; Affects: All Powers of Special Effect, +2; Reduced END: Zero & Persistent, +1; Always On: -½; Personal Only: -1; Increases maximums only, does not speed healing: -1; Difficult to Dispel: ×2, +¼; Aid to Defenses is halved per the standard rules. Aid to primary attributes does not affect secondary ones. 0
  Bane Mummies have two full cheese wheels – and thus would be horrifically powerful for their point total even if they hadn’t also shoved a bunch of stuff into an elemental control. Of course, as usual for those going over the cheese limit, they’re villains and are subject to all kinds of bad luck, random interference from heroes, and inexplicable plan failures.  
     
7 Elemental Control: Spirit Automation Powers (30-pt reserve); Extra Time Required: One week to start up (-2), Side Effect: Hunted by pretty much every white magician on earth (-1).  
a-7 Takes No Stun; Loses: Body Only, 60  
b-10 Armor (8 PD/8 ED)  
c-31 Duplication/Returning (3 350-point forms); Only one actually exists at a time: -4; This is essentially an “Immortality” effect: The Bane Mummies are simultaneously automatons directed by the wills of long-dead death cultists, incarnations of an ancient terror buried in the human racial mind, and supernatural horrors imbued with vast evil magical powers. They’re incredibly difficult to get rid of for very long.  
d-7 +20 DEX  
e-12 +8 SPD  
f-6 +6 SPD; Charges: +3, -¾; Continuing Charges: 1 Turn, -2 lev  
g-22 Running (+19″, 25″, NC: 3,125″); Non-Combat Multiplier: ×125, +30; Trigger (When wanting to escape): Set, +¼; Non-Combat (MPH): 10,602; Reduced END: Zero, +½ 0
h-7 +60 PRE  
i-7 Invisibility (IR Vision, Unusual Senses); Reduced END: Zero & Persistent, +1 0
j-7 Desolidification; Reduced END: Zero, +½ 0
k-7 Regeneration (4 BODY/Turn); Regenerate: From Death, +20  
l-15 Unliving Automation  
(9) Damage Resistance (12 PD/12 ED)  
(7) Life Support (total)  
(7) Power Defense (30 pts)  
m-9 3d6 Energy Blast: Utter Malevolence; Range: 335; Versus: ED; Based on EGO Combat Value: vs. ECV, +1; Damage Shield: +½; Reduced END: Zero & Persistent, +1; No Normal Defense (Making mental contact via a mechanical device): +1; Active Points: 67 0
     
49 Assorted Magical Talismans (“Equipment”):  
(24) Multipower (120-pt reserve); Black Magical Powers Only (-.5), Side Effects (Hunted by virtually all magical superheroes, -1), Independent (-2), Powers MUST take 0 End cost (-.25), Variable Limitations -.25 (Various Fragile IIF, -.25). These powers draw on the immortal essence of thousands of imprisoned souls: theoretically, releasing the spirits the cult has trapped will remove their power source.  
u-2 6d6 Drain Ego (Drinking the Soul) (Return/5 min.); Range: 0; Reduced END: Zero, +½; Affects: Single Power, +0 0
u-2 Extra-Dimensional Movement: The Gates of Death; Dimensions: Group, +10; Time Travel: Any Time, +40; Mass Multiplier: ×4, +10; Carrying Mass: 200; Reduced END: Zero, +½ 0
u-2 9d6 Energy Blast: Eyes of Darkness; Range: 560; Versus: ED; Based on EGO Combat Value: vs. ECV, +1; Reduced END: Zero, +½ 0
u-2 1d6+1 Killing Attack (RKA): The Feasting Darkness; Range: 600; Based on EGO Combat Value: vs. ECV, +1; Continuous: +1; Uncontrolled: +½; Reduced END: Zero, +½; Does BODY on NND attack: +1; Affects Desolidified: +½; Sticky: +½ 0
u-2 8d6 Mental Illusions: They Shall Beg For Death; Reduced END: Zero, +½; Area Effect (Radius): 24″ radius, +1; Increased Area: ×4, +½ 0
u-2 10″ Teleportation: Returning from the Dust (Long Range 10″); Long Range: 10″; Long Range (miles): 0.01; Mass Multiplier: ×2, +5; Active Points: 122; Fixed Locations: 0; Floating Locations: 0; Addition (Reduced End Cost: 0 on basic teleport.): +10; Reduced END: Zero, +1; Autofire: 25 shots, 1½; Active Points: 122 0
u-2 2d6 Transfer: Body to Body: Drink the Life (Returns 5/5 min., Maximum: 12); Range: 0; Reduced END: Zero, +½; Area Effect (Radius): 96″ radius, +1; Increased Area: ×16, +1; Affects: Single Power, +0  
u-2 1d6 Transform to Soulless Horrors (Major, Limited Class); Range: 600; Area Effect (Radius): 192″ radius, +1; Increased Area: ×64, +1½; Reduced END: Zero, +1; Autofire: 40 shots, 2¼; Trigger: Changeable, +½; Cumulative: +½ 0
u-2 Magic Drain  
(20) 1d6 Drain Magic (Return/day); Range: 500; Affects: All Powers of Special Effect, +2; Penetrating: +½; Armor Piercing: 5, +2½; Area Effect (One-hex): 1 hex(es), +½; Active Points: 100; Reduced END: Zero, +1; Autofire: 10 shots, ¾; Ranged: +½ 0
(4) +10 level w/Single Attack  
u-2 23d6 Dispel Magic; Range: 605; Affects: Any Single Power of Special Effect, +¼; Reduced END: Zero, +½; Active Points: 121 0
u-1 Hand-to-Hand Attack (12d6, Total 24d6); Range: 0; Reduced END: Zero, +½ 0
u-2 1d6 Entropic Cascade: Killing Attack (RKA); Range: 0; No Normal Defense (Vrs Being Alive): +1; Reduced END: Zero, +1; Area Effect (Radius): 512″ radius, +1; Increased Area: ×64, +1½; Autofire: 20 shots, 1¼; Does body on NND.: +1; Personal Immunity: +¼; No Range: -½ 0
u-2 Dark Flames  
(8) +30 STR; Doesn’t Affect Figured: -½; Reduced END: Zero, +½ 0
(15) 3d6+1 Killing Attack (HTH) (Total 6½d6); Range: 0; Reduced END: Zero, +½ 0
     
  The remaining points are generally expended on personal-favorite spells.  
     
20 Mental Defense (24 pts); Add to Total  
198 Total Powers  

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Points Skills, Talents, Perks Roll
3 Area Knowledge: Realms of the Dead 13-
3 Scholar  
3 Deduction 13-
2 Knowledge: History 13-
2 Knowledge: Magic 13-
2 Knowledge: Torture 13-
2 Knowledge: Elder Horrors 13-
2 Knowledge: Human Vulnerabilities 13-
5 Contact: The Elder Darknesses; Usefulness: Incredibly, +3 11-
0 Language: Althatan, the Primordial Tongue (Native Accent); Literacy: Standard, 0  
3 Shadowing 11-
3 Stealth 16-
3 Tactics 13-
40 +4 level w/Overall Level  
73 Total Skills, Talents, Perks  

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125+ Disadvantages
25 Distinctive Features: Horrific Mummified Corpse; Concealability: Not Concealable, 15; Reaction: Extreme, +10
20 Phys. Lim: No sense of smell, taste, very limited touch (All the Time, Greatly)
15 Phys. Lim. Cannot exceed 350 total points despite XP, will revert to base after long periods of inactivity or banishment. (Frequently, Greatly)
20 Hatred of All Humans (Very Common, Strong)
15 Hatred of All Sentient Aliens (Common, Strong)
10 Hatred of All Spirits of Light (Uncommon, Strong)
5 Overconfidence (Uncommon, Moderate)
10 Public Identity
20 Reputation (14-, Extreme)
25 5d6 Unluck
15 Susceptibility To Cosmic/Primal Energy (1d6 BODY/Phase); Condition: Uncommon, +5
15 Hunted: The Mandate (11-); Capabilities: As Powerful, 10; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
   
  The disadvantages below are the result of their power limitations, and thus do not provide them with additional points.
25 Hunted: White Magician (14-); Capabilities: As Powerful, 10; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
25 Hunted: Powers of Life (11-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
15 Hunted: Magician-Priest (11-); Capabilities: Less Powerful, 5; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
10 Hunted: The Fey (8-); Capabilities: Less Powerful, 5; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
15 Hunted: One or another God (8-); Capabilities: As Powerful, 10; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
15 Phys. Lim: Dependent on Imprisoned Souls (Infrequently, Fully)
15 Phys. Lim. Poor knowledge of current world (Frequently, Greatly)
195 Total Disadvantages

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COSTS: Char.   Powers   Total Total   Disadv.   Base
  29 + 271 = 300 320 = 195 + 125

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OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
12 12 7 24 20/20 20/20 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12

 

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