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Ignite Memories
Feb 27, 2005

scalded schlong posted:

The Heavy Gunner! – this big, strong, tough Scrunt can handle big weapons! While the Specialists can carry a range of weapons for different situations, the Gunner kind of only has the one. His comrade Barry is bulky, and obnoxious!



Grumb Slanger was the largest of his litter, and throughout his youth would beat his smaller siblings to a pulp. He grumbled and grunted his way through life, never fully developing the speech center of his brain. His bulky frame and poor social skills made him ideal for leadership in the scrunt community, until the entire neighborhood was massacred by a pack of Compost Devils on his 17th birthday.

Left with only himself and his cousin Barry, the two were picked up by a gang of retro 1980s imperial cyberpunk ruffians, where Grumb made a name for himself by excelling at silently waiting behind doorways with wide eyes making folks uncomfortable. He picked up a taste for cigars and firearms, in crude imitation of those he considered alpha males. They stayed with the gang, thriving in the harsh mohawk-heavy environment until his 27th birthday, when the entire gang was massacred by a horde of Hepatitis Rats.

Without anywhere else to turn, the two survivors turned to panhandling and manhandling, until eventually they were rounded up by local authorities and stuffed into a grimy spaceship with a bunch of hungry, stinky, foul mouthed new friends. They were promised a new life upon their arrival- a steady job, three squares a day... But their future would hold only pain and suffering. And grunting. Lots of grunting.

code:
Name: Grumb Slanger
 Career: Heavy

 Wounds: 14 [10 (Heavy) + 3 (roll) + 1 (Regiment)]
 Current Wounds Remaining: 14  / 14
 Fate: 2/2
 Insanity:0
 Corruption:2

 Armor:
 Head: [2] Body: [3] Arms: [2] Legs: [3]  
 Damaged Refractor Field (30% to negate a hit, 15% chance to short out [-30 tech use test to re-kajigger, takes 1 hr])
 On the first hit of the turn all armor is [3]
 +1 AP against blast damage

 Weapon Skill: 		32 | [20+12] 
 Ballistic Skill: 	50 | [20+20+5(simple advance)+5(advanced specialty)]
 Strength:		46 | [20+18+3+5(simple advance)]
 Toughness: 		41 | [20-3(Light Infantry)+5(Heavy)+16+3] 
 Agility:		35 | [20+3(Light Infantry)+12] 
 Intelligence: 		26 | [20+06] 
 Perception: 		34 | [20+14] 
 Willpower: 		32 | [20+12]
 Fellowship: 		26 | [20+06] 


 
 ==Skills==
 Intimidate (uses Strength, Intelligence at GM discretion)
 Navigate - Surface (Int)
 Athletics (S)
 Common Lores - Imperial Guard, War (Int)
 Dodge (Agi)
 
 ==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 - GO FAST. Extra Ag bonus in meters to a Full Move - Double movement when Running.
 Iron Jaw - Toughness test to ignore Stunning
 Weapon Training - SP, Heavy, Melta
 Bulging Biceps - no need to brace before firing (i.e. you can move and fire), +20 to hulking out and lifting things
 True Grit - critical damage reduced by toughness bonus (minimum 1)
 Abiding Resilience - Add toughness bonus to the d5 when spending a fate point to recover wounds.  Also restores one level fatigue.
 Melta Weapon Mastery - +2 extra Pen for each DoS on attack roll beyond the first.  (apply post-doubling when melta rule active)
 Target Selection - Shoot into melee with no penalty.  If Grumb aims first, he has no chance of hitting a friendly target.

 ==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***
 Bernie (Multimelta - Heavy / 60m / s/-/- / 2d10+16E / pen12 / clip12 / rld Full / Melta, Blast1)
 Betsy (Heavy Stubber - Range 100m, -/-/8, 1d10+4 I, pen3, clip 75, 2full reload)
 Clive (M34 Autocannon - Heavy 300m S/3/– 3d10+8 I Pen 6 Clip 20, 2full reload, reliable)
 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)
 Flak vest + helm + boots (2AP head, 3AP body, 3AP leg, +1 AP against blast damage)
 Synskin suit (2AP everywhere, 3AP first hit of turn, +10 Stealth, invisibility to darklight/infrared)
 Grav Chute (Ag test to descend safely from any height; each degree of failure means fall from +2m)
 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.
 Microbead, tuned to Slam Channel
 Tube, Underslung-Weapon-Suitable
 Steak Knife
 Damaged Refractor Field (30% to negate a hit, 15% chance to short out [-30 tech use test to re-kajigger, takes 1 hr])
 
 ==Aptitudes==
 Ballistic Skill
 Offence
 Defence
 Fellowship
 Perception
 Toughness
 
 ==XP==
Simple S (250)
Bulging Biceps (450)
True Grit (400)
Simple BS (250)
Dodge (200)
Abiding Resilience (400)
Career Advancement: BS +5
Weapon Training: Melta (300)
Melta Weapon Mastery (400)
Target Selection (600)

Ignite Memories fucked around with this message at 22:23 on May 1, 2017