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- Name: Scurrilous Scruntson
- Career: TechnoScrunt
- 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: 32 | [20+12]
- Ballistic Skill: 38 | [20+18]
- Strength: 26 | [20+06]
- Toughness: 34 | [20+11 (Light Infantry) + 03 Penal Regiment]
- Agility: 38 | [20+15 (Light Infantry) + 03 Penal Regiment]
- Intelligence: 50 | [20+20 + 5 (Technoscrunt) + 5 (Simple advance)]
- Perception: 34 | [20+14]
- Willpower: 32 | [20+12]
- Fellowship: 26 | [20+06]
- ==Skills==
- Intimidate (uses Strength, Intelligence at GM discretion)
- Navigate - Surface (Int)
- Common Lore - AdMech, Tech
- Forbidden Lore - AdMech, Archaeotech
- Tech Use (Int)
- 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 -
- Technical Knock - fix jam
- Mechandrite Use - Weapon, Utility
- Weapon Training - SP, Power
- Ferric Summons - do ferric lure better yo
- ==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)
- "Borrowed" Mechanicus Omnissian Mace (Mono-truncheon - Melee | 1d10+2 I | pen2)
- Flak vest + helm (2AP head, 3AP body, +1 AP against blast damage)
- 2 x injector marked with EXPERIMENTAL COMBAT DRUG
- 2 pipe bombs (Range: 6m |2d10 X | Blast 3)
- 2 smoke grenades (Range: 6m |Smoke 6)
- 2 Molotov Cocktails (Range: 6m | 1d10+3 E | Pen 6 | Blast 3, Flame)
- Miscellaneous Magazines and Power Packs
- Shiv ( Melee/Thrown | 5m | 1d5+2 R)
- 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),
- 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,
- 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
- Screamer (Deploy it and it makes loud noises if it detects movement)
- Scrunt Autopistol
- General tools, clothing, dead rats etc.
- ***Scruntek***
- 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)
- Augur Array: Function as a full auspex but also allow rerolls on all Perception-based Tests when using its functions.
- 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
- into his hand. Max weight 3kg, 20m range.
- ==Aptitudes==
- Ballistic Skill
- Knowledge
- Intelligence
- Strength
- Tech
- Weapon Skill
- Toughness
- Willpower
- fucks sake why do they get eight aptitudes (because they are the best)
- ==XP==
- 600 spent
- 0 left
- Simple intelligence advance (100)
- Ferric Summons (200)
- Dodge (300)
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