ATLANTEAN MUTANTS
Identity:  Atlantean Mutant Hybrid
Group Affiliation:  Servants of Aquarius (an Atlantean Renegade)
Base of Operations:  Unrevealed
Side:  Evil
Sex:  Male
Age:  Unrevealed
Height:  6' 2"
Hair:  None
Eyes:  Red
Level:  5th
Experience:  14,000
Training:  +1 HTH Accuracy with Trident Blast
1. Animal/Plant Powers (Crustacean):  The mutants are a genetic hybrid of Atlantean and Dagon DNA. Atlantean Mutants have the following racial abilities:
      a. Armour (Type A): Tough, scaly skin (ADR 60).
      b. Heightened Endurance A +11
      c. Heightened Strength A +14
      d. Natural Weaponry (Tough, Scaly Skin): +2 to Hit, +4 Damage in unarmed HTH Combat (except for a tentacle attack).
      b. Water Breathing (Type B): Atlantean Mutants are an aquatic species and need water for their continued health. A mutant can remain out of water for 16 hours before becoming fatigued.
2. Body Power (Tentacles):  All mutants have six medium-sized tentacles sprouting from their backs. These tentacles have a range of 1", strike with a +3 to hit bonus and do HTH damage. What makes the tentacles especially dangerous is the slimy, hallucinogenic excretion found on the tips. After a successful HTH Tentacle attack that does HP damage, the victim must make an End save (d20) or else fall victim to horrifying hallucinations for 1d6 turns. During the duration of an hallucination attack, the character receives a -4 penalty on all die rolls and movement is halved. PR 2/successful attack.
3. Heightened Defense:*  -4 to be hit (only in water).
4. Heightened Speed:*  +360" Swimming Speed, +12 Initiative (only in water).
5. Regeneration:  Mutants have the same regenerative capabilities as their monstrous cousins, the Dagons (an ancient aquatic species that is part fish, part crab and part man, but bereft of any trace of humanity). Cannot regenerate damage caused by fire/heat.
6. Special Weapon (Dagon Tridents):  Most mutants are armed with tridents carved from an unknown midnight black stone (+4 to Hit, HTH + 1d12 Damage). The Trident can also fire bolts of obsidian hued energy (treat as Power Blast: Range 20", 1d20 Damage, PR 1/shot - spent from the user of the trident).
7. Weakness (Prejudice):  All mutants are considered to be outcasts from normal Atlantean society. Mutants are something evil that is suppose to be shunned. Being an Aquatic species, the mutants are equally shunned by the surface world.
8. Weakness (Special Requirement):  Powers marked with an asterisk (*) work only when the mutant is submerged in water.
Weight:  200 lbs. Basic Hits:  4 Agility Mod:  Nil
Strength:  32 Endurance:  26
Agility:  11  (includes training bonuses) Intelligence:  12
Charisma:  16 Reactions from:   Good:  -2     Evil:  -2
Hit Mod. (3.1) (3) (1) (1.1) =  10.23 Hit Points:  41
Damage Mod.:  +0 Healing Rate:  2.8
Accuracy:  +0 Power:  81
Carrying Capacity:  3537 lbs. Basic HTH Damage:  1d12
Movement Rates:  429" swimming, 52" ground.
Det. Hidden:  10% Det. Danger:  14%
Inventing Points:  6.0 Inventing (36%):
Knowledge Areas:  Atlantean Lore, Dagon Lore, Scavenger & Ocean Lore
END SAVE:  14 (19) AGL SAVE:  11 (16) INT SAVE:  11 (16) CHA SAVE:  12 (17)
Origin and Background: (Atlantean Mutant Hybrid)  Atlantean hybrids were originally created to act as ambassadors to the surface world. The xenophobic Atlanteans were highly suspicious of the surface world and they wanted a species to act as a buffer between the underwater world and the surface. This "new" species was very successful at its job and they were even able to approach the United Nations about matters that concerned Atlantis.
          Unfortunately, this species soon fell under the sway of an evil outlawed cult that twisted and transformed them into beasts that hated anything to do with Atlantean culture. The Atlantean hybrids rebelled against their masters and were banished to the furtherest ocean depths. They are hunted on sight by the Atlantean Royal Navy. Some Atlantean renegades have taken to using these mutant hybrids as pawns in their plots against the Atlantean Royal Court.
Legal Status:  Banished from Atlantean society. Their Dagon genetic heritage taints them in the eyes of "true" Atlanteans. The Royal Atlantean Army have standing orders to kill any mutant that they encounter.
Training Bonuses:
2nd Level:   +1 Accuracy with Trident Blast
3rd Level:   +1 Agility
4th Level:   +1 Accuracy with Trident Blast
5th Level:   +1 Agility
Notes: 

To Hit (HTH Trident):
+4
Damage (HTH Trident):
2D12
To Hit (Trident Blast):
+2
Damage (Trident Blast):
1D20
To Hit (Unarmed):
+2
Damage (Unarmed):
1D12 + 4
To Hit (HTH Tentacle):
+3
Damage (HTH Tentacle):
1D12 + Special

XP Value (Captured/Defeated):  1220 / 610

"Atlantean Mutant Hybrid" character © 2004 Tim Hartin.