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Technoscrunt Statted

Nov 6th, 2014
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  1. Name: Scurrilous Scruntson
  2. Career: TechnoScrunt
  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. Weapon Skill: 32 | [20+12]
  13. Ballistic Skill: 38 | [20+18]
  14. Strength: 26 | [20+06]
  15. Toughness: 34 | [20+11 (Light Infantry) + 03 Penal Regiment]
  16. Agility: 38 | [20+15 (Light Infantry) + 03 Penal Regiment]
  17. Intelligence: 50 | [20+20 + 5 (Technoscrunt) + 5 (Simple advance)]
  18. Perception: 34 | [20+14]
  19. Willpower: 32 | [20+12]
  20. Fellowship: 26 | [20+06]
  21.  
  22.  
  23.  
  24. ==Skills==
  25. Intimidate (uses Strength, Intelligence at GM discretion)
  26. Navigate - Surface (Int)
  27. Common Lore - AdMech, Tech
  28. Forbidden Lore - AdMech, Archaeotech
  29. Tech Use (Int)
  30. Dodge (Ag)
  31.  
  32. ==Talents==
  33. 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!)
  34. Foresight (+10 to intelligence tests if you can spend ten minutes peering Scruntily at the problem first)
  35. Peer - Scum (+10 fel tests to criminals and the scum of society, such as other Scrunts)
  36. Sprint -
  37. Technical Knock - fix jam
  38. Mechandrite Use - Weapon, Utility
  39. Weapon Training - SP, Power
  40. Ferric Summons - do ferric lure better yo
  41.  
  42. ==Traits==
  43. Scrunty (for all intents and purposes of Normal size, except for narrative purposes like fitting through gaps or hiding in garbage etc.)
  44. Criminal (+10 to scavenge/requisition tests for illegal stuff e.g. rare drugs, horse porn etc.)
  45. Scavengers (+10 to scavenge/requisition test for anything at all, if desired. However, rolls of doubles - 22, 33 etc. - attract negative attention!)
  46.  
  47. ==Comrade Advances==
  48.  
  49.  
  50. ***Gear***
  51. Scrunt Rifle (Autogun - Basic | 100m | S/3/10 | 1d10+3 I | pen 0 | clip 30 | Full reload)
  52. "Borrowed" Mechanicus Omnissian Mace (Mono-truncheon - Melee | 1d10+2 I | pen2)
  53. Flak vest + helm (2AP head, 3AP body, +1 AP against blast damage)
  54. 2 x injector marked with EXPERIMENTAL COMBAT DRUG
  55. 2 pipe bombs (Range: 6m |2d10 X | Blast 3)
  56. 2 smoke grenades (Range: 6m |Smoke 6)
  57. 2 Molotov Cocktails (Range: 6m | 1d10+3 E | Pen 6 | Blast 3, Flame)
  58. Miscellaneous Magazines and Power Packs
  59. Shiv ( Melee/Thrown | 5m | 1d5+2 R)
  60. Abhorrently Scrunty Device (Altered Laslock - Basic | 30m | S/-/- | 1d10+4 E | pen 0 | clip 2 | Full 2 reload | Tearing (2d10 drop lowest damage), Inaccurate (no aim),
  61. Twin-Linked (+20 hit, x2 shots, x2 ammo), Overheats (90+ roll to hit means shoot self in arm unless gun is dropped), Deactivated Safety Features,
  62. and also using an Overcharge pack means it overheats on a 70+, Hotshot on a 50+ (roll 3d10 drop lowest two!!) because more special rules More MORE
  63. Screamer (Deploy it and it makes loud noises if it detects movement)
  64. Scrunt Autopistol
  65. General tools, clothing, dead rats etc.
  66.  
  67. ***Scruntek***
  68.  
  69. Utility Mechandrite: Counts as a combi-tool, granting a +10 bonus to all Tech-Use Tests. Other misc uses including cloud of foul-smelling smoke (p209)
  70.  
  71. Augur Array: Function as a full auspex but also allow rerolls on all Perception-based Tests when using its functions.
  72.  
  73. Ferric Lure Implant: cast forth a net of invisible energy as a Full Action (requiring a successful Challenging (+0) Willpower Test), to call an unsecured metal object
  74. into his hand. Max weight 3kg, 20m range.
  75.  
  76. ==Aptitudes==
  77. Ballistic Skill
  78. Knowledge
  79. Intelligence
  80. Strength
  81. Tech
  82. Weapon Skill
  83. Toughness
  84. Willpower
  85.  
  86. fucks sake why do they get eight aptitudes (because they are the best)
  87.  
  88. ==XP==
  89. 600 spent
  90. 0 left
  91.  
  92. Simple intelligence advance (100)
  93. Ferric Summons (200)
  94. Dodge (300)
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