Ashmorton Dullug

From RPGnet
Jump to: navigation, search

Mutant Future Hexcrawl Main Page

Biographical Info[edit]

  • Name: Ashmorton (Ash) Dullug
  • Race: Mutated Human
  • Sex: Male
  • Age: 22
  • Height 4'11
  • Weight 98lbs
  • Hair Slick - Red and black mixed
  • Eyes Pale Green
  • Skin Bright red/black. Intricately patterned.
  • History,Personality and Description

Ashmorton Phillipe II Dullug is of the swamp folk, who have been in the business of swamps since before the great catastrophe. He is very small and wiry, similar to the salamanders that his skin secretions imitate, and as agile. He is not bright, but he is very good at talking to people - and intelligent animals. He keeps away from crowds, but thats as much because of the noise as his problem with people getting too close and hurting themselves. He has very, very good hearing - so much so that he literally lives in a sound map, with everything around him that makes a noise part of his subconcious mind.

Despite his small, thin stature and odd, slimy skin, he is quite personable and loves a good chat. He is cheerful in demeanour and tends to see the best in most situations. Dullug accepts that he'll never be like the heroes in the old stories, but there is still a spark in him to make a difference...then maybe people will look past his skin and see the man within. Said skin is a melange of red and black in an intricate mirrored pattern that bisects his body down his centre lines on chest and back. Many find it oddly attractive, but anyone who knows him is careful to look and not touch.

Characteristics[edit]

  • Mutant Human
  • Level 1
  • EXP 0
  • XP required for next level 3,001
  • Alignment: Lawful
  • STR 5: -2 to hit, damage and forcing doors.
  • DEX 17:-2 AC modifier, +2 missile att, +1 initiative mod.
  • CON 9
  • INT 10
  • WIL 10
  • CHA 13 -1 reaction roll, Max. # Retainers:5 ; Retainer Morale )

Combat Stats[edit]

  • AC 5/Leather (+2 dex)
  • HP:29
  • Move / / ft
  • Saving Throws
Melee attacks
Weapon to hit/dam damage
Shortsword -2 1d6-2
Dagger -2 1d4-2
Ranged attacks
Weapon to hit/dam damage range increment
Sling +2/-2 1d6 ft
Shortbow +2/-2 1d6 ft

Mutations[edit]

Physical Mutations

  • Dermal Poison Slime: Poison Class Roll 1. So, all bare-handed and bite attacks against you (or the same made by you) require a save vs. poison; a failed save results in 1d6 damage and a successful save results in 0 damage. See p. 23. Your character is also "covered in a thick gooey slime (like a frog)."
  • Increased Sense: Increased Hearing. See page 24-25. Primary benefit is your character can never be surprised!!

Mental Mutation

  • Neural Telepathy: See p. 31. Summary: You can use telepathy to communicate with others even if y'all don't share a common language.

Gear and Treasure[edit]

  • Encumbrance: 58 lbs
  • Coins gp8 sp8 cp
  • Weapons
    • Sling (2 gp) (no weight)
    • 10 Sling Bullets (no cost) (5lb)
    • Shortbow (25gp) (3lb)
    • Quiver and 20 arrows (5gp) (3lb)
    • Darts (4) (2 gp) (2lb)
    • Short sword (7gp) (2lb)
  • Armour
    • Leather Armour (20gp) (15lb)
  • Gear
    • Mirror, small steel (10gp) (0.5lb)
    • 2 small sacks (2sp) (1lb)
    • Blanket, winter (0.5 gp) (3 lb)
    • Trail Rations: 10 days (5 gp) (10 lb)
    • Waterskin (1 gp) (4lb)
    • Backpack (2 gp) (2lb)
    • Four 1-pint flasks of oil (4sp) (4lb)
    • Flint and steel (2gp) (no weight)
    • Lantern (9gp) (3lb)
  • Treasure