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bronzestag

Medic Statted

Nov 6th, 2014
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  1. Name: Dak Rugby
  2. Career: Medic
  3.  
  4. Wounds: 12 [8 + 3 (roll) + 1 (regiment)]
  5. Fate: 2/2
  6. IP:0
  7. CP:0
  8.  
  9. Armor:
  10. Head: [2] Body: [3] Arms: [0] Legs: [0]
  11.  
  12.  
  13. Weapon Skill: 26 | [20+06]
  14. Ballistic Skill: 36 | [20+16]
  15. Strength: 32 | [20+12]
  16. Toughness: 34 | [20+ -3 (Light Infantry) + 14 + 3]
  17. Agility: 38 | [20+ 3 (Light Infantry) + 12 + 3]
  18. Intelligence: 50 | [20+ 5 (Medic) + 20 + 5 (Simple Advance)]
  19. Perception: 43 | [20+18 + 5 (Simple Advance)]
  20. Willpower: 32 | [20+12]
  21. Fellowship: 26 | [20+06]
  22.  
  23.  
  24.  
  25. ==Skills==
  26. Intimidate (uses Strength, Intelligence at GM discretion)
  27. Navigate - Surface (Int)
  28. Medicae (Int)
  29. Scholastic Lore (Chemistry)
  30. Scruntiny- erm, Scrutiny
  31. Awareness (Per)
  32. Dodge (Ag)
  33.  
  34. ==Talents==
  35. Double Team (another +10 to melee if you outnumber the dude you're attacking, on top of the existing +10 - ANOTHER +10 if your ally also has doubleteam!)
  36. Foresight (+10 to intelligence tests if you can spend ten minutes peering Scruntily at the problem first)
  37. Peer - Scum (+10 fel tests to criminals and the scum of society, such as other Scrunts)
  38. Sprint - Double movement when Running, +Ag bonus move when fullmoving
  39. Jaded - no IP or CP from mundane terrors; Warp still corrups/insanes as usual
  40. Weapon training - SP
  41.  
  42. ==Traits==
  43. Scrunty (for all intents and purposes of Normal size, except for narrative purposes like
  44. fitting through gaps or hiding in garbage etc.)
  45. Criminal (+10 to scavenge/requisition tests for illegal stuff e.g. rare drugs, horse porn etc.)
  46. Scavengers (+10 to scavenge/requisition test for anything at all, if desired.
  47. However, rolls of doubles - 22, 33 etc. - attract negative attention!)
  48.  
  49. ==Comrade Advances==
  50.  
  51.  
  52. ***Gear***
  53. Scrunt Rifle (Autogun - Basic / 100m / S/3/10 / 1d10+3 I / pen 0 / clip 30 / Full reload)
  54. Scrunt Melee Weapon (Mono-truncheon - Melee, 1d10 I + Strength Bonus, pen2)
  55. Medkit (can make medicae tests)
  56. Injector
  57. Diagnosticator (figures out what's wrong with ill mans - +20 for it.)
  58. Flak vest + helm (2AP head, 3AP body, +1 AP against blast damage)
  59. 2 x injector marked with EXPERIMENTAL COMBAT DRUG
  60. 2 frag granades
  61. 2 smoke grenades
  62. 2 fire grenades
  63. 2 x photon flash grenades
  64. 2 x hallucinogen grenades
  65. A Narratively Infinite Amount Of Ammunition That Runs Out As Soon As It Is Abused
  66. Knife
  67. Scrunt Pistol (Autopistol)
  68. General tools, clothing, dead rats etc. If it's reasonable for a soldier to have, you have it.
  69. Pliers and rain hoods yes; plasma batteries and ornamental plate armour, no.
  70.  
  71.  
  72. ==Aptitudes==
  73. Ballistic Skill
  74. Knowledge
  75. Intelligence
  76. Fieldcraft
  77. Perception
  78. Willpower
  79.  
  80. ==XP==
  81. Simple Int (100)
  82. Simple Per (100)
  83. Awareness (Per)
  84. Dodge (Ag)
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