Stands-In-The-Sun-All-Day

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Mutant Future Hexcrawl Main Page

Biographical Info[edit]

  • Name: Stands-In-The-Sun-All-Day
  • Race: Mutant Human
  • Sex: Male
  • Age: 38
  • Height 6' 4
  • Weight 100kg
  • Hair none
  • Eyes brown
  • Skin copper-coloured, under the slime.
  • History and Personality
  • Description

Characteristics[edit]

  • Mutant Human
  • Level 1
  • EXP 0
  • XP required for next level 3,001
  • Alignment Lawful
  • STR 12
  • DEX 4 (+2 to AC, -2 to missile weapons)
  • CON 10
  • INT 11
  • WIL 11
  • CHR 10 (Max. # Retainers: 4; Retainer Morale 7)

Combat Stats[edit]

  • AC 7 (5 for chainmail, -2 for dex)
  • HP: 39
  • Move 60/20/60 ft. Halved when out of the sun (eg underground or at night)
  • Saving Throws
  • Energy Attacks 15
  • Poison or Death 12
  • Stun Attacks 14
  • Radiation 13
  • -2 to saves against cold or heat-based energy attacks.
Melee attacks
Weapon to hit/dam damage
hand +0 1d2 + see Dermal Poison Slime below.
Ranged attacks
Weapon to hit/dam damage range increment
Heavy crossbow -2/0 d8 80/160/240 ft

Mutations[edit]

Dermal Poison Slime See p23.

Anyone who touches the character, including successful hand, bite etc attacks, must save vs poison. The poison is Class 4: 4d6 damage, successful save halves. Bare-handed attacks by the mutant have the same effect.

Epidermal Photosynthesis See p24.

If the character spends time inactive in the sun, they heal at 4 times the normal rate (4d3 Hit Points per day rather than 1d3).

When out of the sun (eg at night or underground) the character's movement rate is halved.

The character gets -2 to saves against cold or heat-based energy attacks.

Damage Turning See p28.

The character 'reflects' a certain amount of damage back on the attacker ie the character's damage is reduced by up to this amount, and the attacker takes up to this amount. The character must concentrate entirely on reflecting the damage. The amount starts at 3d6 in the first round, and increases by 1d6 per combat round, up to 20d6.

Mental Barrier See p30.

Mental attacks against this character are at -4 to their attack roll.

The character can automatically sense creatures with mental mutations at up to 90 feet.

Neural Telepathy See p31.

The character can communicate mentally with any creature within 30 feet, even if they have no language in common or are of different species.

Gear and Treasure[edit]

Encumbrance

  • Carrying 64.3 lb.

Coins

  • 10 gp
  • 2 sp
  • 1 cp

Weapons

  • Heavy crossbow (weight 8lb)

Armour

  • Chainmail (weight 30lb)

Gear

  • 10 heavy quarrels and case (total weight 1lb)
  • Backpack (2lb)
  • Waterskin (4lb)
  • Lantern (3lb)
  • 2 pints of oil (2lb)
  • 5 days trail rations (5lb)
  • 10-foot pole (8lb)

Treasure

  • none.