Monday, September 13, 2021

Mutant Monday - [ Gamma World 1E Character ] Meelar the Hunter

Meelar's stomach rumbled as he poked a pile of loose rubble with his club.  He saw some of the rubble start to slide down, and a creatures head appeared.  He stepped back raising his weapon, but with surprising quickness more of the creatures body shot out of the pile, biting down on his forearm, and held on.  Screaming he swing his club, hitting the beast on it's head.  It appeared unfazed.

More of the creature slithered out of the pile and began wrapping it's long body around his.  Meelar knew he had better act fast.  He extended one of his tentacles to the front of the creatures face and expelled the gas, which would render it motionless.

Soon the snake like creature stopped moving, but he had to pry the head off.  It had to large fangs which dripped with poison.  Looking closer at the creature he noticed it was very long, and covered in fur; which once skinned and prepared could used for trade or any number of things, and if edible the snake would provide the village with quite a few meals.  However it would take a few helpers to get the creature back to the village; which thankfully wasn't too far away.

Description

Meelar the Hunter is a humanoid, of average height, and not quite 2 meters tall.  His body is fairly muscular, and covered in scars. He has two large, spikey horns on his head, and because of this he can't wear normal helmets.  His hair is long and black.  He has two tentacles that originate on his elbows, and they can extend to about a meter long, but aren't as strong as his normal arms.  The paralysis gas is expelled from an opening at the end of the tentacles.  His clothes consist of a simple brown tunic and sturdy pants.  He has leather boots.


Meelar lives in a small village, but spends most of his time hunting or scavenging and is gone for days at a time.

Meelar the Hunter

  3 Mental Strength  ( The original roll was 13 but lowered due to a mental defect. )
11 Intelligence
16 Dexterity
  9 Charisma
16 Constitution
14 Physical Strength

Armor Class 6 ( Cured Hide )

Meelar has a nice set of stats; except for his Mental Strength.

Physical Mutations

Gas Generation - Musk ( Paralysis Gas )
New Body Parts

When I rolled Gas Generation  I was kind of meh about it, but stuck with the roll.  I decided on a paralysis gas, and given the vague description would have to house rule it.  It does give a range of 10 meters.  I decided the paralysis would last 5d20 melee rounds modified by the targets Constitution  If they are paralyzed more than 4 minutes I decided that a Constitution Savings Throw would be required to prevent death; because this is a total paralysis and the diaphragm or any other muscles, not even the heart are working.  

The description of new body parts is vague ( as are a lot of the mutations descriptions ), and says the mutant gets one or more new body parts/  I thought about only giving him one, but thought it was kind of boring.  So I decided a character would have one to three extra body parts, with and a chance for an extra one for every defect the character has.  After all, not all new body parts are that useful.  So I rolled a d4, and and Meelar ended up with four new body parts.

Deciding on the body parts was difficult, but I finally came up with them.

He has two large spikey horns on his forehead.  If he uses them in combat they can do various amounts of damage.  A swipe does 1d6, a headbutt can do 2d6, and if moves at least half his movement ( a ram ), he does 3d6 of damage.

Two tentacles originate from his elbows.  I counted these as two parts.  The paralysis gas is expelled from the end of one or both tentacles.  The tentacles can extend up to a meter in length, but they have half of his Physical Strength - 7.

His fourth and final body part is an internal organ that neutralizes venom and poison.

Mental Mutations

Will Force
Reflection
Mental Defenseless (D)

Will Force is cool, but Meelar doesn't have many abilities to double the effect of, and decided, because it says it doubles any ability, that he could use it to double either the range or duration of his gas attack.

Reflection is well described, but I wondered how Will Force would affect it?  I decided it would double the amount of damage dice reflected back at the attacker.  So on the first melee round he could reflect 6 dice of f=damage instead of 3.  So if the melee lasted 20 turns Meelar could reflect up to 40 disce of damage back.

His only defect is Mental Defenseless which makes him very susceptible to mental attacks.

Equipment he carries on a hunting trip.

Bow
12 arrows
Slug thrower 
10 bullets
Leather Gloves
Ceramic Hunting Knife
Club ( aluminum baseball bat )
Cured hide armor
Plastic water bottle ( Holds one liter )
One weeks rations ( Dried meat, dried fruit, and bread. )
25 Domars 
2 Acclera Dose ( Restores 1d10 hit points. )
Leather backpack


At the village he lives in a stone building, which has a fireplace, small bed, table and chairs.  Hidden underneath the wooden floor he has another 100 Domars in a metal box, which also holds a few, small colorful stones he has collected, and 2 doses of Mind Booster.

He has a few cooking pans and utensils, a spare metal hunting knife, a wooden club hangs by the door.

***

Normally I wouldn't put so much detail into a NPC, but it was fun, and I thought Meelar would be a major NPC, and possibly a follower of a PC.   At first I wasn't too happy with the gas generation, but as I wrote about Meelar and made it a paralyzing gas, it went well his vocation.  It makes hunting a little easier.



.







No comments:

Post a Comment