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Moola
Aug 16, 2006

quote:

The Operator Scout! – This agile, technical Scrunt specialises in operating machinery and combat vehicles! His comrade Jekk is talkative, with a ginger mohawk!


Groin Sklunger is a one eyed, one eared, one legged, one armed, half-bearded grizzled old scrunt. What he lacks in body parts, common sense and personal hygiene, he more than makes up for in an intense passion for all things motorised, loud, and dangerous. His missing limbs have been replaced by poorly sourced bionics which are constantly in various states of disrepair; Sklunger possess just enough technical affinity to maintain these parts, but he is no Technoscrunt. His unfortunate half-beard disability is due to a flamer burn, which has scarred half of his scrunty old face. He smells constantly of very burnt roasted pork.

Groin has one of the worst, but also most experienced service records in the scrunt armed forces, having wrecked or totally destroyed pretty much every land vehicle issued to him. He has never been allowed control of an aircraft, it would probably best for everyone involved that this remain the case. While he is definitely not the most reliable, competent or sane driver, he is always the first to volunteer for a crazy or dangerous task, as long as he gets to drive a bitchin ride or make something loud and grindy do loud grindy things.

When he is not behind the wheel, Sklunger is either blind drunk, asleep or nursing a hangover. In fact, Groin is often one of the three when he is behind a wheel too...

Groin appears to have survived so long either through luck, tenacity or from his old drinking buddy Jekk jumping to his aid.

Groin's last known mission brief was to ferry a vital shipment of Scruntwiser Ale to an important location, but unfortunately read the directions wrong and has ended up aboard a transport ship heading out of the system.

Groin has caught Scurrilous Scruntson coveting Groin's bionic arm and leg. Groin reckons Scruntson wants to detach and steal the bionics to use in his nefarious Technoscrunt studies. Groin no longer trusts Scruntson and is keeping his only eye on him.

Groin owes Dak Rugby a favour for saving Groin from choking on his own vomit, after consuming one to many alcoholic beverages.

code:
 Name: Groin Sklunger
 Career: Scout (Previously Operator)
 
 Wounds: 10/10 [6 + 3 (roll) + 1 (regiment)]
 Fate: 2/2
 IP:0
 CP:0
 
 Armor:
 Head: [2] Body: [3] Arms: [0] Legs: [0]
 
 Weapon Skill:          34 | [20+14]
 Ballistic Skill:       26 | [20+06]
 Strength:              39 | [20+ 3 (Penal Regiment) + 16]
 Toughness:             40 | [20+ -3 (Light Infantry) + 3 (Penal Regiment) + 20]
 Agility:               40 | [20+  3 (Light Infantry) + 5 (Operator) + 12]
 Intelligence:          30 | [20+12] -2 EXPERIMENTAL COMBAT DRUGS side effects...
 Perception:            30 | [20+12] -2 EXPERIMENTAL COMBAT DRUGS side effects...
 Willpower:             36 | [20+18] -2 EXPERIMENTAL COMBAT DRUGS side effects...
 Fellowship:            24 | [20+06] -2 EXPERIMENTAL COMBAT DRUGS side effects...
 
 
 
 ==Skills==
 Intimidate (uses Strength, Intelligence at GM discretion)
 Navigate - Surface (Int)
 Common Lore - Tech (Int)
 Operate +10 - Surface (i.e. drive surface vehicles on wheel or track or leg, not hovercrafts or planes) (Agi)
 Tech Use +0 (Int)
 Security +0 (Ag)
 Dodge +0 (Ag)
 Stealth +10 (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 - gotta go fast
 -Technical Knock (unjam weapons quickly)
 -Weapons Training - SP
 -Hotshot Pilot - Can fly, drive, or generally operate literally anything, within normal constraints (e.g. will require help with operating a Baneblade). 
 (Also +1 DoS on operate tests.)
 -Paranoia - Character is always alert for danger. 
 (+2 bonus on Initiative rolls and the GM may secretly Test using the character’s Perception to notice hidden threats.)
 -Quick Draw (The character can draw and ready a weapon as a Free Action when the character is armed with a Pistol or Basic class ranged weapon, 
 or a melee weapon that can be be wielded in one hand.)
 -Frenzy - Spend one round preparing; next turn gain +10 to WS, Str, Tgh, Will and -20 to BS, Int and Fell. Must engage nearest enemy unless no enemies, then friends!
 Immune to Fear, Pinning, Stunning and effects of Fatigue while frenzied. May not parry, retreat or flee. Remains frenzied until combat ends.
 When combat ends, can make a Will test to break out of frenzy, if failed you must keep attacking!  
 -Ambush - Inflict additional Damage on Unaware targets.
 -Modify Payload - Increase Damage, Blast Quality, and Smoke Quality of explosives. +0 Tech test, increases damage/quality of blast by 1 + 1 for every 3 DoS.
 If test fails by a number of Degrees of Failure greater than Intelligence Bonus, then device is detonated in hand immediately.
 
 ==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)
 -Brutal-looking Combat Shotgun (Solid Projectile - Basic / 30m / S/3/- / 1d10+3 I / pen 0 / Clip 18 / Full reload / Scatter)
 Variant Pattern - Incredibly Lethal (accurate), Erratic (unreliable)
 -Scrunt Melee Weapon (Half-way Decent Bionic Arm - Melee, 1d10 I + Strength Bonus, pen2)
 -Flak vest + helm (2AP head, 3AP body, +1 AP against blast damage)
 -Synthskin
 -Multikey - +30 to open locks with Security. Highly illegal.
 -1 x injector marked with EXPERIMENTAL COMBAT DRUG
 -2 frag granades
 -5 smoke grenade
 -2 anti-plant grenades
 -2 photon flash grenades
 -1 haywire grenade
 -A Narratively Infinite Amount Of Ammunition That Runs Out As Soon As It Is Abused
 -Mono Knife (Best Craftsmanship) One Handed Melee - 1d5 Rending, Pen 2
 -Cameleoline cloak
 -Magnoculars (Bionic Eye) Must be smacked on head to activate, humorously erects from eye.
 -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.
 
++SCRUNTEK++
Poor Bionic Leg: When running, or when amusing or dangerous, the user must succeed on an Ordinary (+10) Agility Test or fall at the end of his movement.
 
Middling Cybernetic Eye: Poor cybernetic eyes are problem-ridden imitations of the real thing, it's vision is rendered in low-resolution monochrome.
The eye will occasionally fritz out and do bad things when it would be interesting (glow red when hiding, switch to xray when viewing rare works 
of art, explode etc). May occasionally act as Poor Quality Baleful Eye, seemingly at random.
 
Half-way Decent Bionic Arm: Poor Craftsmanship versions are more cumbersome and visibly artificial; normally functions exactly the same as a normal arm,
but may occasionally malfunction and perform a random unwanted action such as frantically making a jerk-off motion at the worst possible moment.

Grappling Hook has been installed into the Bionic Arm. 

Groin has a moderately radioactive tongue.
 
 ==Aptitudes==
 Agility
 Fieldcraft
 Strength
 Perception
 Offense
 Weapon Skill
 
 ==XP==
 Spent: 2650
 Left: 550

 Hotshot Pilot (300)
 Security +0 (100)
 Dodge +0 (200)
 Paranoia (450)
 Operate +10 (Ground)(200)
 Quick Draw (300)
 Frenzy (600)
 Modify Payload (200)
 Ambush (0)
 Stealth +0 (100)
 Stealth +10 (200)

Moola fucked around with this message at 14:48 on Nov 24, 2016