Frost Troll

Billy-Ray's page

103 posts. Alias of niel.


About Billy-Ray

Billy-Ray Traits

Spoiler:

. Regeneration (10 mutation points)
• +4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma.
• base land speed is 30 feet.
• Darkvision out to 60 feet.
• Light Sensitivity: Billy-Ray is dazzled in bright sunlight or within the area of similiar artificial light.
. Flaw: no darkvision (+3 mutation points)
. Low light vision (2 mutation points)
. Bone deposits: A creature with bone deposits has large heavy knuckles, which function identically to brass knuckles. (1 Mutation point- same cost as Claws)
. Quick (a trait from 'Unearthed Arcana): add +10' to base move, subtract 1 from hit points gained at each level, including first. (a result of 0 is possible)
. Troll Blood (bribe to players to get rest of character approved): The genetic enhancments causing Regeneration can be used to assist the healing of other beings, in a limited fashion. Once per day, a creature can injest a dose of the regenerating creatures blood to heal existing hit point damage. This heals an amount of damage equal to the multiple of the Con bonuses of the two creatures. If healing is attempted a second time in a 24 hour period, then the recieving creature must make a fortitude save with a DC equal to 15 plus the amount healed or take the healing as additional hit point damage. Troll blood cannot be stored, nor can the flavor of troll blood be rendered palatable. It takes 1 minute to injest and gain the benefit of troll blood. (cost= free because Patrick wants to watch the players get desperate enough to be healed that they would drink Billy-Ray's foul tasting ichor??)

Background

Spoiler:
TRLs (true regenerating lifeforms) are a rare breed of genetech. Originally created by the same rogue nanotech engineers who developed the ORC, they were an attemp at creating a healer/medic for the feral orc tribals. Their base code was stolen from the city's labs for it's listed 'healing abilities' and used without an understanding of its original purpose. As 'medics', they were insufficiently able to share healing, and were seen as a failure by their rogue developers.

As time went by, it was noticed that the TRL gene was excessively dominant, causing all children of the suprising fertile lifeforms to be born with the regen trait. Popular rumors spread that the trait was so strong that ingesting TRL flesh and blood would result in acquiring the trait. This led to atrocities where TRLs were chained and repeatedly harvested to provide materials.Surviving TRLs who had either escaped or remained free quickly made themselves scarce, and few outsiders remember the anciet rumors.

Billy-Ray's ancestors originally settled in remote, inhospitable areas to avoid notice. With the inbred ability to digest most organics and survive trauma, they had no trouble surviving in areas where others could not. And since they remember the old troubles, avoiding populated areas was a firm habit. Over time, the isolated group forged bonds with other rural tribes (especially plant-based races who were known to be unaffected by TRLish genetics) and the rare traveling tinkers. While their overall tech level became lower than the average survivor comunity, they developed strong animal husbandry skills, domesticating such creatures as the porkuswine and the shock-rat.

Billy-Ray left the homestead after a Wrecker scouting party fire-bombed the farm from their zepplin during the community's weekly family day/gripe session/sing-a-long. They never realized that they had chosen one of the few forms of assualt that the mutated community couldn't survive. Billy-Ray, who was often absent from the festivities (since he couldn't carry a tune in a bucket), returned to find only burned out rubble where his kin had lived.

Since then he has traveled generally east, merging with the refugees and discovering a love of meeting new folks. He eventually made it to Noratom where he joined the local militia, who were the first folks who offered him a chance to fight back against the 'Rekkers' who had destroyed his home. As time goes by, he expects to gain a greater understanding of guns and such to use against those who wronged him. For now, he will relie on his genetic abilities and his Daddy's club to see him thru.

About Billy-Ray
Patrick Curtin's Gamma World Campaign
Mutant (Base Ork) Male Tough Hero 4

ABILITIES
Strength 20 (+5)
Dexterity 14 (+2)
Constitution 16 (+3)
Intelligence 12 (+1)
Wisdom 9 (-1)
Charisma 8 (-1)

SPEED
Initiative modifier: +2
Speed: 40 feet

COMBAT
Total Hit Points: 37
DEF: 15 = 10 + 3 [class] +2 [dexterity]
Touch: 15
Flat-footed: 13

Attack (handheld): +8 = 3 [base] +5[strength]
Attack (missile): +5 = 3[base] +2 [dexterity]
Grapple check: +3 = 3 [base] +5[strenght]

Punch +10 / 1d8+6
Tendariza +8 / 1d10+7
T'rowin' Rok +5 / 1d4+5 / rng=40
Grenade +5 / rng=40 / dam by type

SAVES
Fortitude save: +5 = 2 [base] +3 [constitution]
Reflex save: +3 = 1 [base] +2 [dexterity]
Will save: +0 = 1 [base] -1[wisdom]

TALENTS
Remain Conscious
Damage Reduction 1/-

OCCUPATION
Primitive: Climb, Jump, Survival

FEATS
Simple Weapon Prof. (free)
Archaic Weapon Prof. (primitive)
Track (primitive)
Brawl (tough)
Endurance (tough)
Far Shot (level)
Improved Brawl (level)

MUTATIONS
Regeneration (10 pts) Regeneration has two side effects: The creature must eats 1.5-2 times the normal amount; the creature can eat anything organic.

Spoiler:
Regeneration (Ex)
This ability makes the creature impervious to most types of damage. Any damage dealt to the creature that falls below its massive damage threshold doesn’t reduce its hit points, unless that damage is of a type it is specifically vulnerable to, as mentioned in the creature’s description. Massive damage that doesn’t match the creature’s vulnerability reduces its hit points, but such damage automatically heals at a fixed rate, as detailed in the creature’s description. When the creature takes massive damage from an attack type it isn’t vulnerable to, a failed save renders it dazed for 1 round (instead of reducing it to –1 hit points).

Damage the creature is vulnerable to deals damage with every successful attack. Such damage can’t be regenerated, and massive damage from such an attack follows the normal massive damage rules.

Regeneration doesn’t provide any benefit against attack forms that don’t deal hit point damage. Regeneration also doesn’t restore hit points lost to starvation, thirst, or suffocation.

Regenerating creatures can regrow and reattach severed body parts. Severed parts that aren’t reattached wither and die normally. Regeneration continues to work no matter how low the creature’s hit points drop, restoring lost hit points from any damage other than from attack forms the creature is specially vulnerable to.


-Low light vision (2 mutation points)
-Bone deposits: A creature with bone deposits has large heavy knuckles, which function identically to brass knuckles. (1 Mutation point- same cost as Claws)(Brass Knuckles- +1 dam and dam is lethal)
-Flaw: no darkvision (+3 mutation points)
-Quick (a trait from 'Unearthed Arcana): add +10' to base move, subtract 1 from hit points gained at each level, including first. (a result of 0 is possible)
-Troll Blood (bribe to players to get rest of character approved): The genetic enhancments causing Regeneration can be used to assist the healing of other beings, in a limited fashion. Once per day, a creature can injest a dose of the regenerating creatures blood to heal existing hit point damage. This heals an amount of damage equal to the multiple of the Con bonuses of the two creatures. If healing is attempted a second time in a 24 hour period, then the recieving creature must make a fortitude save with a DC equal to 15 plus the amount healed or take the healing as additional hit point damage. Troll blood cannot be stored, nor can the flavor of troll blood be rendered palatable. It takes 1 minute to injest and gain the benefit of troll blood. (cost= free because Patrick wants to watch the players get desperate enough to be healed that they would drink Billy-Ray's foul tasting ichor??)

RACIAL BONUSES
Orc
+4 Str, -2 Int, -2 Wis, -2 Cha
Base land speed is 30'
Darkvision out to 60'
Light Sensitivity: Orcs are dazzled in bright sunlight or similiar light

CLASS BONUSES
Tough 4: BAB +3, Fort +2, Ref +1, Will +1, Def Bonus +3
Action Points: 5

SKILLS
Skill Name / Key Ability / Skill Modifier / Ability Modifier / Ranks / Misc. Modifier
Balance Dex*
Bluff Cha
Climb Str* 5R +1(prim) +5(str) = +11
Computer Use Int
Concentration Con
Craft Int
Diplomacy Cha
Disguise Cha
Drive Dex*
Escape Artist Dex*
Forgery Int
Gamble Wis
Gather Information Cha
Hide Dex*
Intimidate Cha
Jump Str* 2R +1(prim) +5(str) +4(spd 40) = +12
Knowledge (tactics) Int
Listen Wis
Move Silently Dex*
Navigate Int 4R +1(int) = +5
Research Int
Ride Dex 3R +3(dex) = +6
Search Int
Sense Motive Wis
Spot Wis
Survival Wis 7R +1(primitive) -1(wis) = +7
Swim Str**
Treat Injury Wis
Tumble Dex*
* = check penalty for wearing armor

LEVEL ADVANCES
Class HP rolled
Level 1: Tough Hero [9+3(con)]
Level 2: Tough Hero [1d10+2=7 ]
Level 3: Tough Hero [1d10+2=10 ]
Level 4: Tough Hero [1d10+2=8 ], +1 to wisdom

EQUIPMENT
05.00 lbs Sturdy clothes
01.00 Hat =10NC
00.50 'Zippo' Lighter =15NC
01.00 Lighter Fluid x3 =6NC
03.00 Backpack
07.00 Mesh Vest =25NC
20.00 'Tendarisa' (lg heavy mace, consisting of a solid metal arm and piece of shoulder- was Dady's and GraDady's afor 'im) =1GP
01.00 Knife/bayonet
01.50 Lg. Knife =50NC
10.00 Trow'n Roks x10
02.00 Goggles (negate light sensitivity when worn) =25NC
12.00 Rations for 21 days
05.00 dried peppers =5NC
00.00 Can Opener (church key)x2 =2NC
10.00 Glow Paste (two part mix made from collected mutant bugs, acts as 'chemical glow stick' when combined- sticky, but can be wiped off: 5NC per use) =50NC
00.00 Matches
02.00 Canteen x2 =15NC
10.00 50' hemp rope =25NC
03.00 Basic first aid kit
00.50 Compass =50NC
16.00 1 stun and 14 regular grenades =100NC + 6GP (used 2 reg grenades)
10.00 Boarspear (as long spear but has crossbar below spearpoint) =1GP
08.00 Wood Axe =10NC
05.00 Crowbar =10NC
05.00 Shovel =10NC
00.00 Nite out wit dat yeller headed gal frum Walmert's ( Waste t' Billy-Rays tim, she jest wanna b*+%# ta Billy-Ray bout 'er oter boyfrens.) =10NC
12.00 0 Noratom Credits
00.12 2 1 oz. gold coins
lbs TOTAL

ENCUMBRANCE
Light load: 133 lb. or less
Medium load: 134-266 lb.
Heavy load: 267-400 lb.
Lift over head: 400 lb.
Lift off ground: 800 lb.
Push or drag: 2000 lb.

APPEARANCE
Size: Medium
Height: 6'8" Weight: 280 lb
Eyes:black
Hair:black
Skin:blue-gray, warty

XP'S
base = 6000
earned = 750
needed for next level = 3250

LOOT
In a saddle bag:
10 GP equivalent in portable precious metals.
50 Silver Paws (Verminont coinage=about 1 GP)
300 bullets, of dubious provenance (will fit your AKs)
one tube of HVCS Medical Goo.

Probably doesn't fit in the bag:
3 AK-47s (fitted for Hoop use, -1 for non-Hoops)