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- Name: Dak Rugby
- Career: Medic
- Wounds: 12 [8 + 3 (roll) + 1 (regiment)]
- Fate: 2/2
- IP:0
- CP:0
- Armor:
- Head: [2] Body: [3] Arms: [0] Legs: [0]
- Weapon Skill: 26 | [20+06]
- Ballistic Skill: 36 | [20+16]
- Strength: 32 | [20+12]
- Toughness: 34 | [20+ -3 (Light Infantry) + 14 + 3]
- Agility: 38 | [20+ 3 (Light Infantry) + 12 + 3]
- Intelligence: 50 | [20+ 5 (Medic) + 20 + 5 (Simple Advance)]
- Perception: 43 | [20+18 + 5 (Simple Advance)]
- Willpower: 32 | [20+12]
- Fellowship: 26 | [20+06]
- ==Skills==
- Intimidate (uses Strength, Intelligence at GM discretion)
- Navigate - Surface (Int)
- Medicae (Int)
- Scholastic Lore (Chemistry)
- Scruntiny- erm, Scrutiny
- Awareness (Per)
- Dodge (Ag)
- ==Talents==
- 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!)
- Foresight (+10 to intelligence tests if you can spend ten minutes peering Scruntily at the problem first)
- Peer - Scum (+10 fel tests to criminals and the scum of society, such as other Scrunts)
- Sprint - Double movement when Running, +Ag bonus move when fullmoving
- Jaded - no IP or CP from mundane terrors; Warp still corrups/insanes as usual
- Weapon training - SP
- ==Traits==
- Scrunty (for all intents and purposes of Normal size, except for narrative purposes like
- fitting through gaps or hiding in garbage etc.)
- Criminal (+10 to scavenge/requisition tests for illegal stuff e.g. rare drugs, horse porn etc.)
- Scavengers (+10 to scavenge/requisition test for anything at all, if desired.
- However, rolls of doubles - 22, 33 etc. - attract negative attention!)
- ==Comrade Advances==
- ***Gear***
- Scrunt Rifle (Autogun - Basic / 100m / S/3/10 / 1d10+3 I / pen 0 / clip 30 / Full reload)
- Scrunt Melee Weapon (Mono-truncheon - Melee, 1d10 I + Strength Bonus, pen2)
- Medkit (can make medicae tests)
- Injector
- Diagnosticator (figures out what's wrong with ill mans - +20 for it.)
- Flak vest + helm (2AP head, 3AP body, +1 AP against blast damage)
- 2 x injector marked with EXPERIMENTAL COMBAT DRUG
- 2 frag granades
- 2 smoke grenades
- 2 fire grenades
- 2 x photon flash grenades
- 2 x hallucinogen grenades
- A Narratively Infinite Amount Of Ammunition That Runs Out As Soon As It Is Abused
- Knife
- Scrunt Pistol (Autopistol)
- General tools, clothing, dead rats etc. If it's reasonable for a soldier to have, you have it.
- Pliers and rain hoods yes; plasma batteries and ornamental plate armour, no.
- ==Aptitudes==
- Ballistic Skill
- Knowledge
- Intelligence
- Fieldcraft
- Perception
- Willpower
- ==XP==
- Simple Int (100)
- Simple Per (100)
- Awareness (Per)
- Dodge (Ag)
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