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<blockquote data-quote="Moon_Goddess" data-source="post: 4610970" data-attributes="member: 33"><p>[sblock="Stats"]</p><p>Pilumar</p><p></p><p>Physical Strength: 7</p><p>Dexterity: 14</p><p>Constitution: 13</p><p>Mental Strength: 9</p><p>Intelligence: 8</p><p>Charisma: 14</p><p></p><p>Senses 12</p><p></p><p><a href="http://invisiblecastle.com/roller/view/1878307/" target="_blank">HitPoints (13d6=41)</a></p><p>Melee Attack: -1</p><p>Ranged Attack: +1</p><p>AC 17 (before armor)</p><p>Mental Defense: 10</p><p>Health: 11</p><p>Use Artifacts: 0</p><p>Perception: 13</p><p>Stealth: +2</p><p>Remain Unseen: +0</p><p>Speed: ?</p><p>Robot Recognition: 14</p><p></p><p>Inborn Traits</p><p>------------------</p><p>Night Vision: Can see in low-light as well as daylight.</p><p>Claw Claw Bite Attacks 1d3/1d3/1d2</p><p>Total Carapace: Base AC 16 already factored in.</p><p></p><p>Physical Mutations</p><p>------------------</p><p>Energy Reflection (8): The first 10 points of damage from any electric attack bounce off you and goes off in a random direction.</p><p>New Body Parts: You gain a trunk like an elephant. It can be used as an extra arm.</p><p>Regeneration (11): You heal lost hit points at a rate of 5/day, and can regrow lost body parts.</p><p>Attraction Odor: You have a strong musk that makes you easy to track, and are twice as likely to gain the interest of predators.</p><p>Transfusion (16): You can heal other characters of 12 hp in one round, but take 1d4 hp damage in the process.</p><p></p><p>Mental Mutations</p><p>----------------</p><p>Duality: Gets two actions per round. They can be completely different actions.</p><p></p><p>Skills</p><p>------</p><p>Hunting 4</p><p>Detech Ambush/Trap 4</p><p>Navigate 4</p><p>Tracking 4</p><p>Wilderness Survival 4</p><p></p><p>Equipment</p><p>---------</p><p>Armor:</p><p>Leather armor [Skin of 2 headed cow] (10gp)</p><p></p><p>Weapon:</p><p>Shortspear [sharp torn chrome metal lashed to fiberglass rake handle.] (1gp)</p><p>Long Sword [Crafted from sharpened aircraft aluminium] (15gp)</p><p></p><p></p><p>Gear:</p><p>Backpack (2gp)</p><p>gear I'll select later tonight. [/sblock]</p><p></p><p>Pilumar, was born to non-mutant parents, but for some reason him and his littermates were born different. Like all armidillos Pilumar was born with 4 littermates, identical, they quickly found they were different from their mother. But she loved them and raised them just the same. They could use their front paws to carry things back to the den, and other tricks mother could never do, or never would even think of.</p><p></p><p>Soon though the rapidly growing brothers outgrew their mother's den. They spread outward, each their own direction to dig their own dens. Pilumar however found something strange. He found strange animals who carried things in their front paws as him and his brothers did. These strange animals built dens from things above ground.</p><p></p><p>Pilumar watched them for a few seasons, before learning to mimic their sounds, how they comminicated with each other. He learned to understand, learned the sounds had meaning. Finally, Pilumar approached the creatures. In time he joined their little "villiagge" He wonders at times what became of his brothers, but he hasn't seen them since.</p></blockquote><p></p>
[QUOTE="Moon_Goddess, post: 4610970, member: 33"] [sblock="Stats"] Pilumar Physical Strength: 7 Dexterity: 14 Constitution: 13 Mental Strength: 9 Intelligence: 8 Charisma: 14 Senses 12 [url=http://invisiblecastle.com/roller/view/1878307/]HitPoints (13d6=41)[/url] Melee Attack: -1 Ranged Attack: +1 AC 17 (before armor) Mental Defense: 10 Health: 11 Use Artifacts: 0 Perception: 13 Stealth: +2 Remain Unseen: +0 Speed: ? Robot Recognition: 14 Inborn Traits ------------------ Night Vision: Can see in low-light as well as daylight. Claw Claw Bite Attacks 1d3/1d3/1d2 Total Carapace: Base AC 16 already factored in. Physical Mutations ------------------ Energy Reflection (8): The first 10 points of damage from any electric attack bounce off you and goes off in a random direction. New Body Parts: You gain a trunk like an elephant. It can be used as an extra arm. Regeneration (11): You heal lost hit points at a rate of 5/day, and can regrow lost body parts. Attraction Odor: You have a strong musk that makes you easy to track, and are twice as likely to gain the interest of predators. Transfusion (16): You can heal other characters of 12 hp in one round, but take 1d4 hp damage in the process. Mental Mutations ---------------- Duality: Gets two actions per round. They can be completely different actions. Skills ------ Hunting 4 Detech Ambush/Trap 4 Navigate 4 Tracking 4 Wilderness Survival 4 Equipment --------- Armor: Leather armor [Skin of 2 headed cow] (10gp) Weapon: Shortspear [sharp torn chrome metal lashed to fiberglass rake handle.] (1gp) Long Sword [Crafted from sharpened aircraft aluminium] (15gp) Gear: Backpack (2gp) gear I'll select later tonight. [/sblock] Pilumar, was born to non-mutant parents, but for some reason him and his littermates were born different. Like all armidillos Pilumar was born with 4 littermates, identical, they quickly found they were different from their mother. But she loved them and raised them just the same. They could use their front paws to carry things back to the den, and other tricks mother could never do, or never would even think of. Soon though the rapidly growing brothers outgrew their mother's den. They spread outward, each their own direction to dig their own dens. Pilumar however found something strange. He found strange animals who carried things in their front paws as him and his brothers did. These strange animals built dens from things above ground. Pilumar watched them for a few seasons, before learning to mimic their sounds, how they comminicated with each other. He learned to understand, learned the sounds had meaning. Finally, Pilumar approached the creatures. In time he joined their little "villiagge" He wonders at times what became of his brothers, but he hasn't seen them since. [/QUOTE]
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