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The Walking Valley: Gamma World


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jkason

First Post
Indio/Xanderi

Physical Strength: 9 (+0)
Dexterity: 9 (+0)
Constitution: 15 (+2)
Mental Strength: 8 (+0)
Intelligence: 8 (+0) / 14 (+1)
Charisma: 10 (+0)

Senses: 11

HP: 61 (Roll Link)
Melee attack: +1
Ranged attack: +1
AC: 18 (16 w/o shield)
Mental Defense: 10
Health: 12
Use Artifacts: 0/1
Perception: 11/12
Stealth: 0
Remain Unseen: 0/1
Speed: 9
Robot Recognition: N/A
Mutation Attack: +1 (Sonic Blast)
Normal Attacks: +1 to attack (Enforcer)
Spines: 1d6+5
Sonic Blast (1/4 rounds): +1 attach, 3d6+1 damage
Battleaxe 1d8
Shortbow 1d6

Special:

3 hours direct (6 indirect) sunlight +1 hour root / day for food/water (only needs 1/2 water of others).

Sonar (100 meters)

Immune to Sonic Blasts

Spines: 1d6+5 to attackers, 2d6+5 wrestle

Move: 9

Skills:

Combat Leadership 4
Makeshift Weapon / Armor 4
Size-Up Opponent 4

Gear

Splint Mail
Hvy wood shld
Battleaxe
Backpack
Hooded Lantern
Flint and steel
Belt Pouch
Rope, hempen
Shortbow
Arrows (20)

3 Silver Cards, 10 Blue Cards
80.5 pounds

Appearance: A mutated form of the Bola De Indio, Indio/Xanderi have a body made of a slightly bulbous torso and similarly-shaped appendages. The mutation developed by their small home copse has given their body crystalline spines, which are slightly iridescent in the light. Those spines where a human's face would occur, have actually grown and recolored to an approximation of a face.

[sblock=Background]Xanderi came to consciousness quite early in his development. He was centralized in a small grouping of cacti, all adapted as he was, with crystalline spines and an extra tough hide. When the dry winds blew within them, the copse hummed pleasantly. When a predator came close, Xanderi soon learned he and his kin could set up a far more painful resonance within his home array. And, while none of his copse-mates had grown more than the barest of animal intelligences, it was home, and he its leader. So he grew and thrived, his spiny body growing larger, beginning to mimic the appendages of the bipeds he often saw in the day and sensed through the sounds of the night.

Indio came to consciousness already fighting to hold his ground. Humans had come to the copse, ignoring the scare-scream in the array in order to harvest them. He knew, though, that there was something they couldn't ignore, and so he swung his upper branches, sinking his spines into soft flesh. They moved out of his reach, and once again on instinct he drew his roots up out of the ground and lumbered after, chasing them away from his home, keeping the copse safe as he knew he should. And when the last, bloodied human ran out of sight and out of his tremor-senses, Indio felt content.

Until, that is, Xanderi, who had cowered deep within him in fear of the cutting, moving animal menace, resurfaced. He thanked this guardian who had pushed his form to action, but insisted that Indio return to wherever it was he came from. Problem was, this--this body--was the place from which Indio came. And though Xanderi seemed much smarter and stronger-willed than him, Indio was borne of conflict. He existed to defend, first the copse, and now his place in the form he shared with Xanderi. And that's just what he did, suppressing Xanderi to a niggling voice in the back of his mind. He could not destroy Xanderi, any more than he could chop off a piece of himself or harm the copse, but Indio had earned his life, and he intended to live it.

He taught others in the copse to reach out, to protect themselves not just with their sounds, but with their bodies, though none of them seemed able to pull up their roots as he could. When he was satisfied they could keep themselves safe, he looked out into the world and found himself wondering what else was out there. Xanderi objected, but it seemed Xanderi always objected: he'd argue that water was the enemy if Indio were thirsty enough. And so, as he often did, Indio pushed Xanderi aside and strode out through the plain, wondering what else he might discover about himself out there.[/sblock]
 
Last edited:

Mark Chance

Boingy! Boingy!
Sleestak

mark-chance-albums-mlc-s-pix-picture362-sleestak.jpg

[sblock=Sleestak]
Enforcer

Physical Strength: 21 (+5)
Dexterity: 13 (+1)
Constitution: 16 (+2)
Mental Strength: 11 (+0)
Intelligence: 13 (+1)
Charisma: 10 (+0)
Senses: 14 (Perception +15)
Hit Points: 62 (16d6+16=62)

Height: 1.25 m (2 m long with tail)
Weight: 35 kg

Tail slap for 1d8 damage at -2 THAC
Bite for 2d6 damage
Natural AC 14 (+3 natural, +1 Dex)
Base move 16

Skills: Combat Leadership 3, Makeshift Weapon/Armor 3, Size-Up Opponent 6

Mutations: Heightened Physical Strength (2), Oversize Limbs (arms, +60%), Radiating Eyes (8) (intensity 5, +2 Health vs. Radiation), Skin Structure Change (glows), Teleportation
[/sblock]
 

Shayuri

First Post
Kuma
Esper 1

Physical Strength: 21
Dexterity: 8
Constitution: 10
Mental Strength: 13
Intelligence: 6
Charisma: 11

Senses 8

Hit Points: (10d6) 29 Roll Lookup
Melee Attack: +5
Ranged Attack: +0
AC 18
Mental Defense: 12
Health: 10
Use Artifacts: -1
Perception: 7
Stealth: 0
Remain Unseen: -1
Speed: 10
Robot Recognition: 18

Physical Mutations
------------------
Size Change 50% (3m tall)
Sound Imitation

Mental Mutations
----------------
Mental Invisibility 8 (25m radius)
Teleport Object 10 (10kg up to 60m, 1/hr)
Telepathy 13 (+1 to attack roll, 110m range, sense minds 6 km)

Skills
------
Hypnosis 4
Identify Mental Power 4
Photographic Memory 4
Sense Mental Power 4

Equipment
---------
Armor:
Splint Mail (+6, 45lbs) 200gp
Heavy Steel Shield (+2, 15lbs) 20gp

Weapon:
Longsword (1d8+5, 4lbs) 15gp

Gear:
Sundry stuff not to exceed 65gp
 

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