ShumpType: Mutant Plant
AbilitiesStrength: 15 ( +2 to hit, damage, and forcing doors)
Dexterity: 13 (-1 AC, +1 Missile Attack, +1 Optional Initiative Modifier)
Constitution: 14 ( +1 on Saving Throws Versus Radiation)
Intelligence: 7 (-5% Technology roll modifier)
Willpower: 11
Charisma: 9 (4 max retainers, 7 retainer morale )
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HP: [5,5,2,1,6,3,2,2,2,4,1,4,3,2] = 42
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Mutations(2 Plant)
Dermal Poison Sap: The sap of the plant is poisonous to creatures that come in
contact with it or ingest it. The poison effects should be determined with a roll on the poison table. (
http://invisiblecastle.com/roller/view/3097798/ ) Poison Class 7 (7d6 damage, save for Half damage).
Flight: The plant has developed some way of coasting on strong winds and, if the plant is intelligent, it may have actual winged flight. The method of flight is up to the ML. Perhaps the plant has grown special cupped leaves or a series of light tubules that make it structurally capable of flight. For winged flight by modified leaves, see complete wing development for movement. Otherwise, the plant’s movement rate will be heavily dependent on wind speeds.
(1 physical, 1 mental
http://invisiblecastle.com/roller/view/3097789/ and
http://invisiblecastle.com/roller/view/3097790/ )
Quickness: This mutation makes the mutant much quicker in all respects. Movement speed is doubled, mental tasks take half as long to accomplish, and the character may attack two times per round in physical combat (not mental combat).
Damage Turning: This mutation allows the character to return any incoming damage to the origin of the attack. For this power to work the mutant must use every bit of his concentration, taking no other actions. Any movement of more than one or two small steps will cause this power to fail.
The power gradually builds up, allowing 3d6 hp worth of damage to be turned the first round. This increases by 1d6 per round up to a maximum of 20d6 hp worth of damage. The mutant only takes damage that is above his current hp level of damage turning. For instance, in the first round the character rolls 3d6, with a result of 14. He may turn up to 14 hp of damage the first round. The next round he adds 1d6 to the current running total of 14. He can keep the power working as long as he remains still and concentrating, and he may maintain concentration when
he receives damage. The mutant cannot turn attacks that cause no damage. If such powers are successful, they can interfere with this ability.
Wealth and EquipmentStarting Wealth: 50 gp
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http://invisiblecastle.com/roller/view/3097796/ )
DescriptionShump is a large, thick-stemmed mutant shrubbery. It is unclear what his species of origin is - perhaps an oleander bush or poison oak. Little is known of his background, aside from the fact that he shambled into town a couple of years ago, the apparently lone survivor of a tribe of nomadic bushes. Since his arrival in Root, it has been alleged that he does contract work for the Xix. If it were up to him, he would align himself fully with the crime family, but since he is not a cactus his chances of gaining a foothold in their organization are slim to none.
Shump loves a good fight, and the only thing that has kept him from joining the militia is his frequently overzealous application of violence. He has particular difficulty following orders that involve peaceful discussion, retreat, or taking prisoners. Despite his often reckless aggression, he is a loyal friend and can sometimes control his violent tendencies when it is absolutely imperative.
Sometimes.