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"Rules for Mummies" Topic


20 Posts

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2,403 hits since 7 Nov 2007
©1994-2025 Bill Armintrout
Comments or corrections?

RomanRep07 Nov 2007 11:22 a.m. PST

just looking for some ideas for rules for Mummies

Grizwald07 Nov 2007 11:24 a.m. PST

for what game?

quidveritas07 Nov 2007 11:36 a.m. PST

Well

Seems they would burn nicely.

They probably wouldn't move too fast -- those joints would be a little stiff after a few hundred years.

Killing them would be problematical as they are already dead.

You should take a look at the D&D monster manual -- probably as good as anything.

mjc

CraigH07 Nov 2007 11:53 a.m. PST

But don't mummies have some ability to move really slowly yet strangely catch up and surprise their victims ? At least from what I remember of the movies I saw.

There is also the Far Side comic where three archaeologists open up a sarcophagus, mummy steps out and casually says, "okay, let's see now, that's a curse on you, a curse on you and a curse on you".

lugal hdan07 Nov 2007 12:40 p.m. PST

LOL CraigH

How about this:
Mummies may only move 1/2 the speed of a normal figure, but always "activate" if you have variable activation in your games.

Mummies are immune to any firearms. Any weapons more powerful than a pistol will push them backwards by a number of inches that matches up with "firepower" in your game.

Mummies can be knocked down with melee weapons but will stand up 1D6 turns later.

Mummies may be set on fire. Every turn, roll 1D6, and if the roll is less than or equal to the number of turns they have been burning, they fall down, vanquished.

If a Mummie is out of line of sight, it may move into line of sight on its next activation provided that it can trace a path somehow between its last position and the desired appearance point. (That is, no escaping from closed rooms!)

Alternative: it may move into LoS on any failed "good guy" activation.

kallman07 Nov 2007 12:42 p.m. PST

I'm at work right now but at home I have stats I worked up for a "Mummy King" for the .45 Adventure game I ran at this past Southern Front. I'll post back on this thread later this evening with the stat lines I worked up and information as to how I designed the creature. It worked pretty BTW and yes it was highly flamable(sp?) but oterhwise very tough to destroy.

thosmoss07 Nov 2007 1:00 p.m. PST

Stephen King said something along the lines of:

"Aaaah! A mummy! Let's shuffle really slowly off this way to escape!"

RomanRep07 Nov 2007 2:03 p.m. PST

Excellent ideas!!! I am a long-time historical gamer that has "evolved" into Pulp – On Nov 17th I am running a game for my group titled "Teddy Roosevelt and the Curse of the Mummy" – I have FFL, Germans, River Pirates, Big Game Hunters, a wife searching for a long-lost Husband explorer, news media, Arabs, an Arab evil guy trying to control the Mummy, pygmies, animals and of course, Teddy Roosevelt (with US Marines and Rough Riders!) – just your general stuff – I was going to allow the Mummy to be killed by firearms, but yes, he is already dead – I really like that when he gets shot he has to move back – and I like the fire killing him!!!

General Montcalm07 Nov 2007 2:06 p.m. PST

You are missing the zombie pygmies from Conquest Miniatures. No Pulp game is complete without them : )

Mulligan07 Nov 2007 2:38 p.m. PST

You might want to throw in something like the mummy being helpless to resist the burning of "tana leaves" as a means of summoning him. I remember that from some of the old Universal movies. Perhaps the glacially shuffling mummy can catch people because he projects some sort of paralyzing aura or hypnotic field that keeps people from running quickly when faced with him: something that would induce that nightmare sensation of running in slow motion from a slow but relentless menace. Perhaps you could make your characters have to make some kind of willpower check roll to move normally when within the mummy's radius of evil. That could add an entertaining "Wait for me!" element to the game for those who fail the roll. Of course, you could also throw in the chance of catching the dreaded "mummy rot" (a sort of speed leprosy) any time a character is wounded by the mummy. I might also give particularly powerful mummies the ability to summon animal familiars that could be deployed within the same radius of evil: swarms of rats and flesh-eating scarabs, particularly. Not to mention the ability to summon concentrated sandstorms.

Your game sounds like great fun. Good luck with it.

Mulligan

RomanRep07 Nov 2007 2:45 p.m. PST

Mulligan – Yes – I am going to throw in a "tana leaves" were the Mummy can rejuvenate(sic) himself or something and I like the people move slow thing around him – swarming scarabs are definite – thanks

Personal logo Jlundberg Supporting Member of TMP07 Nov 2007 6:56 p.m. PST

For the pygmy zombies, we made them immune to suppression or morale, but more easily killed. Other than that they were speedy

RomanRep08 Nov 2007 8:12 a.m. PST

Yes, I like the speedy pygmies – I have them with blowpipes too! I try to tell the people I work with that next weekend I am trying to kill Teddy roosevelt with a pgymie blowpipe but I think I going to get fired soon for lunacy!

Farstar08 Nov 2007 5:46 p.m. PST

The other things that can slow down the mortals is an "all doors are open" component to the curse. To the Mummy defender of a tomb, all doors are open; to grave robbers, all doors are closed.

richarDISNEY10 Nov 2007 2:12 p.m. PST

i dunno … go ask yer Mummy….

I cant believe that nobody said that yet….

LTC Fraiser10 Nov 2007 5:26 p.m. PST

I rather think that scarabs and the like ought to be more like amulets and such from "other RPGs", since the Egyptians believed them to possess magical and/or supernatural powers. A "Scarab of Mummy Turning", might just come in handy on a trip like TR's; wouldn't you think?

Warrenss213 Nov 2007 7:35 p.m. PST

While I haven't run any mummies in a miniature game I have ran them plenty in a favorite RPG system.

What I did was this… all depemding on how tough you want your undead critter to be… My mummies could only be destroyed on an attack that did more than 8 points of damage. If an attack hit with 8 or less damage it had absolutly no effect on it, but I WOULD describe the effects as if it DID damage. Maybe a broken limb… sheared off jawbone, etc.

This drove my players mad… they would be adding the damage done to the critter from attack to attack…

PLAYER: "What the H#LL?!?!? We've done a total of 53 points of damage to the thing!!! When's it gonna drop?!?!?"

GAMEMASTER (with a truely evil grin): "How do you kill something already dead?"

PLAYER: "ARGH!!!!!!"

Only with an attack greater than 8 points of damage. This also saved of record keeping (tracking hit points) making the game easier for me to run… something that is ALWAYS a big plus in my book.

Warrenss213 Nov 2007 8:23 p.m. PST

Add-on…

This weird damage rule would be suspended for certain attacks…

A wooden weapon attack against a vampire comes to mind.

Carrion Crow15 Nov 2007 6:19 a.m. PST

If you're going to have flesh-eating scarabs, these are nice and cheap:

link

Alternatively, there are these:

link

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