You are one of the the so-called "Mummies", a race of aliens that cover themselves from head to toe in cloth wraps, with only their eyes exposed. You have control over the genetic material of your own body, and that of your foes!
Appearance: Despite your wraps, the contours of your fit body are obvious. The cloth might be plain or decorative, and you may have adopted Earth garments as overcoats. Red eyes coolly stare out from an otherwise mysterious face.
Mummy Traits
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Ability: Constitution
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Power Source: Bio; +2 to Bio overcharge.
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Skill Bonus (Level 1): Gain a +4 bonus to Science checks.
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Genetic Reconstitution (Level 1): Gain resist 5 ion and 5 toxic.
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Alien (Level 1): You are an Extraterrestrial, unless this conflicts with your primary origin.
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Mummy Critical (Level 2 or 6): When you score a critical hit, the target takes ongoing 10 toxic damage (save ends).
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Genetic Melt
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Mummy Novice
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You channel DNA-disrupting vibrations through your weapon.
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At-Will Bio, Toxic, Weapon
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Standard Action
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Melee weapon
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Target: One creature
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Attack: Constitution + your level + weapon accuracy vs. AC
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Hit: 1[W] + Constitution modifier + your level toxic damage, and the target gains vulnerable 2 to toxic and ion damage until the end of your next turn.
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Triple Helix
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Mummy Utility
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You reinforce your own cells allowing you to rapidly heal.
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Encounter Bio, Healing
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Immediate Interrupt
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Personal
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Trigger: You drop to 0 hit points.
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Effect: You regain hit points equal to 10 + your level.
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That's a Wrap
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Mummy Expert
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You lash out with your wraps, at once entangling your foe and disrupting their genes.
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Encounter Bio, Toxic
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Standard Action
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Melee 3
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Target: One creature
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Attack: Constitution + your level vs. Fortitude
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Hit: 2d8 + Constitution modifier + twice your level toxic damage. In addition the target is restrained and weakened until the end of your next turn.
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Back to Main Page → 4e Homebrew → Sourcebooks → Future → Origins
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