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− | + | Ashmorton Dullug of the swamp folk. | |
− | + | Dullug the untouchable (Ash Or Ashmorton to his friends) 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. | |
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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. | 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. | 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. | ||
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− | *STR 5: -2 to hit, damage and forcing doors. | + | *STR 5: |
− | *DEX 17 | + | **-2 to hit, damage and forcing doors. |
+ | *DEX 17 | ||
+ | **-2 AC modifier, +2 missile att, +1 initiative mod. | ||
*CON 9 | *CON 9 | ||
*INT 10 | *INT 10 | ||
*WIL 10 | *WIL 10 | ||
− | *CHA 13 | + | *CHA 13 |
− | + | **-1 reaction adjustment. | |
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− | + | *HP: 29 | |
− | + | Mutated Human | |
− | + | 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. | |
− | + | Starting Gold Pieces: 170 | |
+ | *Leather Armour (20gp) (15lb) | ||
+ | *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) | ||
+ | *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) | ||
− | * | + | *Total weight: 58lbs. |
− | + | *Cash on hand: 8gp, 8sp | |
− | + | *Cash to cart 70gp | |
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