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Inexplicable Humblebrag
Sep 20, 2003

Squats!



The Squats (Homo sapiens rotundus) were short, stocky and physically hardy Abhumans who were adapted to the heavy gravity conditions that predominated on the worlds they had settled near the core of the Milky Way Galaxy. Of all the Abhuman types encountered by the Imperium, they most closely resembled baseline humans. Squats were the descendants of baseline humans who had colonised the worlds around the galactic core in the far distant past. These worlds are some of the oldest in the galaxy, formed when the galaxy's structure had not yet been fully stabilized. The Squat species was ultimately destroyed by the invasion of a Tyranid splinter Hive Fleet that consumed their homeworlds in the late 41st Millennium, though some survivors still serve in the Imperial Guard, hoping for revenge and to find a new beginning for the remnants of their race...

This is not their story.

This is the story of Scrunts.



Squats are what you get when humans settle on worlds with high gravity. Scrunts may well be what you get when humans settle on worlds with high gravity and enormous amounts of ionizing radiation. Wizened, bestial, mysterious abhumans, Scrunts can best be described as a cross between dwarves, orks, and that guy on the bus late at night who's weaving his way towards sitting down next to yoh my god has he poo poo himself I think he's poo poo himself.

This is not to say they are mindless. Indeed, Scrunts can produce some surprisingly effective equipment if given reason, although their design goals never quite manage to encompass “efficiency” or “subtlety” or “safety”. Nor are they to be discounted in combat – though clumsy and brutish, a Scrunt at bay is not to be taken lightly. At the very least, an assailant will be lucky to avoid contracting a number of horrible skin diseases.

They will never match the numbers or brutality of the Orks. They will never match the ceaseless hunger of the Tyranids, or the focused malevolence of Chaos. The technology of the Eldar or Tau will be forever out of their stubby-fingered grasp. Still, their combination of low cunning, petty ferociousness and baffling resourcefulness ensures that in the grim darkness of the far far future...

...there are still, somehow, Scrunts.


–-------



Hello! This is the recruitment thread for a GBS-themed Only War introduction game! It will doubtless be puzzling to the outsider! You can blame the wonderful people in the GBS warhammer thread for that!

It will be a slightly less serious, less rule-bound attempt at introducing nerds to play-by-post, myself included. I am looking for at least six wannabe Scrunts to crash-land on a backwater planet with the rest of their tribe, and generally make life unpleasant for people by their very existence.

For those unfamiliar with the mechanics of Only War – you make a dude, with a gun, and you hang out with a lot of other dudes with guns, and you specialise in conflict resolution against other dudes, who possibly also have guns. You do this by rolling dice against your stats to see how successful you are, with bonuses or maluses for circumstance. You fluff this up a bit by getting in character, chatting with the other players, and engaging with the story.

If you wish to be a Scrunt, I would ask you to pick one of the following eight characters (in a quote) on a first-come-first-served basis! Alternatively, if you've actually played Only War before and know how it all works, get in touch if you want to do your own guy and I'll work out regiment stuff. No pskyers yet, please.

Please also give me the name of your Scrunt, and round about 150 words (or more!) on how your hideous hosed up space mutant got on a spaceship that is about to crash land on an unsuspecting planet.


quote:

The Sergeant! – This tough, hardened Scrunt specialises in motivating the rest of his gang, and holding the line in melee! He is the leader! He does not get a comrade! - taken by Phoon!
The Operator! – This agile, technical Scrunt specialises in operating machinery and combat vehicles! His comrade Jekk is talkative, with a ginger mohawk! - taken by Moola!
The Medic! – this intelligent, tenacious Scrunt is what passes for a scientist among their misbegotten kind, and stiches wounds! His comrade Prakk is morose, and inexplicably racist! - taken by ThNextGreenLantern!
The Close-Quarter Weapons Specialist! – this scrappy Scrunt is good in a fight! He is equally comfortable in melee or utilizing his crude flamethrower! His comrade Munt is fat, and perverse! - taken by Waroduce!
The Ranged Specialist! – this dead-eye Scrunt is also good in a fight! He is best at range, and starts with a better gun than the rest of you little shits! His comrade Pelt is scrawny, and addicted to something! - taken by FirstPersonShitter!
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! - taken by Ignite Memories!
The Technoscrunt! – this intelligent, technical Scrunt specialises in operating technology and making stuff. The Operator is more suited to driving vehicles – the Technoscrunt is more suited to fixing them. His robo-Scrunt companion SCR-417 sparks constantly, and reeks of oil! - taken by Who What Now!
The Sniper! – this miniscule, stealthy Scrunt is a deadeye shot. He specialises in infiltration, ranged support, and cooking the vile slurry that these horrible creatures sustain themselves on, but he is physically weaker than other Scrunts. His comrade Flet is up-beat and gormless! - taken by Tin Tim

Female scrunts do exist, I have simply used “he” as shorthand. Comrades are generally a narrative conceit and mostly stay out of the fighting; they basically hang around doing nothing unless your PC explicitly spends actions to order them about. They do give you some useful bonuses, but comrade-less characters are not at a disadvantage. Also if you're the sergeant you don't get to order other PCs around unless they're cool with it.

To begin with, I'm kinda assuming that I will handle all the character sheet stuff, dice rolling, and general upkeep – I'll give you an overview of what you've got and what your dude is good at, but generally your actions will be dictated by “what do you want to do” rather than “here is a list of things you can do”. I'm also kinda assuming no-one's going to have any Only War experience. I've barely got any myself, so we'll pick things up as we go. If you ever think “hey, I'm an experienced ballerina, and I need to do this advanced ballet test!”, or “Hey, I've got Common Lore: Biochemistry and I'm trying to work out what this poison is!”, highlight it in your post and you will get bonuses.

I make no bones of the fact that if I like you I will cheat in your favour. Ways to make me like you include:

> Posting lots.
> Being funny without simply repeating GBS thread memes.
> Engaging with the plot and/or other people.

Please do these things, and please follow the general forum rules and use punctuation and stuff, and please enjoy being Scrunty.



:hf:



:siren: EXTREMELY USEFUL RESOURCE POST:siren:

:siren: PARTY LOOT DOCUMENT :siren:

:siren: BASEBUILDING RULES :siren:

Inexplicable Humblebrag fucked around with this message at 20:30 on Mar 14, 2016

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Who What Now
Sep 10, 2006

by Azathoth

quote:

The Technoscrunt! – this intelligent, technical Scrunt specialises in operating technology and making stuff. The Operator is more suited to driving vehicles – the Technoscrunt is more suited to fixing them. His robo-Scrunt companion SCR-417 sparks constantly, and reeks of oil!

Scurrilous Scruntson is not what one would normally describe as 'intelligent' ('dumb' might still be too generous and even 'technically sapient' seems overstated at times) but he does seem to have a particular knack for fitting machines together. When the great Mechanicus exploratory fleet landed on his homeworld he was instantly drawn to them. He would constantly sneak into their quickly constructed research and observation outposts and spend hours following the Techpriests around babbling at them in his strange tongue, asking things like "the feck is tha' bloody thing?". Scurrilous, like most scrunts, didn't take kindly to being booted out time and time again (he once spent three hours gnawing a servitor's solid metal arm when it tried to carry him away) and after the ninth or so time he snuck in it was generally agreed that he was mostly harmless and it was less hassle to just let him wander around. Shortly after that it was also decided that all hand tools would be stored up high after he was caught waddling around with his ratty tunic stuffed with pilfered screwdrivers.

After a few months Scurrilous seemed to disappear from the outpost, and the Techpriests breathed a sigh of relief. Until a week later when a junior Tech-Adept opened an unused supply closet to find that the scrunt had set up a makeshift workshop inside it. Scurrilous was just finishing working on an 'invention' of sorts, a set of four laspistols that he soldered together side-by-side. The scrunt demonstrated how to fire the weapon by pulling back a metal dowel he had soldered across all four triggers. No one was more surprised that it actually worked than the Tech-Adept when all four lasbolts severed his left shin. On the upside he got a pretty nice prosthetic upgrade out of it.

Sensing he had worn out his welcome after a combat servitor nearly decapitated him with a power fist Scurrilous took his homemade weapon (lovingly referred to as the Double-Double-Beamy-Blasta) and hoofed it to the nearest place he could hide, which just so happened to be a transport loading up resources and other scrunts to be shipped out of system. Even though he was Spacebound with only his gun, the clothes on his back, and about forty pounds of miscellaneous crap stolen from the Techpriests, Scurrilous wasn't worried. But then again scrunts never are.

Scurrilous Scruntson owes a favor to Groin Sklunger, who very kindly donated his bionic eye to Scurrilous so that he could complete construction on his small robotic new friend, SCR-417.

Scurrilous Scruntson has a beef with Groin Sklunger as well, who viscously accused Scurrilous of knocking him out with a pipe to the back of the head and then stealing his bionic eye. This is all technically true, but he didn't have to be a dick about it and accuse Scurrilous. Scurrilous did procure a different bionic eye and installed it for Groin (after braining him with a pipe again) but still feels his scrunty honor has been besmirched.

_________________



Thanks, FirstPersonShitter!
code:
 Name: Scurrilous Scruntson
 Career: TechnoScrunt
 
 Max Wounds: 12 [8 + 3 (roll) + 1 (regiment)]
 Current Wounds: 7/12
 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 Advance]
 Perception:            34 | [20+14]
 Willpower:             32 | [20+12]
 Fellowship:            26 | [20+06]
 
 
 
 ==Skills==
 -Common Lore (INT) - AdMech, Tech
 -Dodge (AG)
 -Forbidden Lore (INT) - AdMech, Archaeotech
 -Intimidate (STR -OR- INT)
 -Navigate - Surface (INT)
 -Operate: Ground Vehicle (AGI)
 -Tech Use +10 (INT)
 -Trade: Armorer (INT)
 
 ==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 - +3m for Full Round Move, double Run speed. 1 Fatigue if used for two consecutive rounds
 -Technical Knock - Unjam weapon as Half-Action
 -Mechandrite Use - Weapon, Utility
 -Weapon Training - SP, Las
 -Ferric Summons - Magneto all up in this bitch

 ==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==
 -Servo-Arm: SCR has enhanced repair tools that give a +10 to Tech-Use to make repairs and halves all repair times.


 ***Weapons***
 -Scrunt Rifle (Autogun - Basic | 100m | S/3/10 | 1d10+3 I | pen 0 | clip 30 | Full reload | Photo Sight)
 -Scrunt Pistol (Autopistol - Pistol | 30m | S/-/6 | 1d10+2 I | pen 0 | clip 18 | Full Reload)
 -"Borrowed" Mechanicus Omnissian Mace (Mono-truncheon - Melee | 1d10+2 I | pen2)
 -Shiv ( Melee/Thrown | 5m | 1d5+2 R)
 -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)

 ***Double-Double-Beamy-Blasta***
 -Abhorrently Scrunty Device (Altered Laslock - Basic | 30m | S/-/- | 1d10+4 E | pen 0 | clip 2 | Full 2 reload | 
 Tearing, Inaccurate, Twin-Linked, Overheats, Deactivated Safety Features, Extra Grip)
 
 ===Weapon Qualities===
 -Blast(X): Deals damage to all targets within (S) meters of target.
 -Deactivated Safety Features: Ready additional weapon as free action. If Movement Test is failed by 4 or more degrees weapon fires itself even if holstered.
 -Extra Grip: Use one-handed with no penalties
 -Flame: Unit that takes damage must make Agility test or catch fire.
 -Inaccurate: Gain no bonus from Aim Actions.
 -Overheats: Rather than jam on roll of 91+, drop weapon or take weapon's damage (Pen 0) and weapon cannot be fired again for 2 rounds.
 -Overheats!!: When using Overcharged Packs, as Overheats but on roll of 71+.
 -OVERHEATS!!: When using Hotshot Packs, as Overheats but on roll of 51+.
 -Photosight: No penalties for shooting in the dark.
 -Smoke(X): Creates cloud of smoke (X) meters in diameter for 1d10+10 rounds. -20 to attacks firing in/through smoke, and +10 to Conceal checks to
 units inside smoke.
 -Storm: Doubles the amount of hits and the number of shots fired in a single, semi-auto, or full-auto attack.
 -Tearing: roll 2d10 for damage, drop lowest die.
 -Tearing!: With Hotshot pack, roll 3d10 for damage, drop lowest 2 dice
 -Twin-Linked: +20 Ballistics Skill, additional hit if Ballistic Skill Test succeeds by 2 or more degrees
 

 ***Gear***
 -Flak vest + helm (2AP head, 3AP body, +1 AP against blast damage)
 -2 x injector marked with EXPERIMENTAL COMBAT DRUG
 -Miscellaneous Magazines and Power Packs
 -General tools, clothing, dead rats etc.
 -A bionic heart 
 
***Scruntek***
 -Utility Mechandrite: Counts as a combi-tool, granting a +10 bonus to all Tech-Use Tests. Other misc uses (p209)
 -Augur Array: Half-Action to get +30 Awareness and may Reroll failed tests, make Tech-Use test to detect Heat, Electromagnetics, Radiation, or Daemonic Taint.  
 -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 6kg, 40m range.
 -Good Quality MIU: Impulse my Mind with Units
 
 ==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==
 1450 spent
 150 left
 
 Simple intelligence advance (100)
 Ferric Summons (200)
 Dodge (300)
 Trade: Armorer (100)
 Operate: Ground Vehicle (300)
 Servo-Arm [Comrade] (250) 
 Tech-Use Advance [Trained] (200)
code:
LOOTED PDF CHIMERA THIRD CLASS, CODENAME "Tanngrisnir"
TYPE: TRACKED
CRUISING SPEED: 40KMH (70KMH WITH ADEQUATE FUEL SUPPLY)
TACTICAL SPEED: 15M (i.e. you can move this far in a half-move combat action)
MANOEUVRABILITY: +0 (i.e. add this to Operate tests)
SIZE: Massive (i.e. it's easy to hit)
MAX STRUCTURAL INTEGRITY: 35
CURRENT STRUCTURAL INTEGRITY: 35/35
CRITICAL DAMAGE: Motive systems - 3 (you probably want to fix this but you need supplies!!)
ARMOUR: Front 30, Side 22, Rear 16
BASE VEHICLE TRAITS: Enclosed, Rugged, Tracked Vehicle
MODIFIED VEHICLE TRAITS: Enhanced Motive Systems, Extremely Volatile (i.e. it moves fast in combat but blows up easier!)

ARMAMENT:
Turret (360 arc): Multilaser (150m | -/-/5 | 2d10+10E | pen 2 | clip 100 | reload 2 Full | Reliable)
Hull hardpoint (45 arc, front): Nothing
Pintle (360 arc, gunner exposed): Storm-Autogun (100m | 2/6/20 | 1d10+3I | pen 0 | clip 60 | Reload 2 Full | Storm, Fluid Action*, Quick Release*)


*Customizations:
 -Fluid Action: Slathered in scrunty lube to ensure smooth firing. Semi-Auto attacks automatically have an additional DoS. Increases reload by Half Action.
 -Quick Release: Magazine well is also slathered in scrunty lube. Reload is reduced by Half Action.

Who What Now fucked around with this message at 19:51 on Feb 4, 2015

Waroduce
Aug 5, 2008
Hi, I am from the gbs thread and have not played any pnp games since dnd in hs. I also have never done a play by post. If you'll have me, I'd like to play. Im open to a simple punch people in the face role, and the closest seems to be

quote:

The Close-Quarter Weapons Specialist! – this scrappy Scrunt is good in a fight! He is equally comfortable in melee or utilizing his crude flamethrower! His comrade Munt is fat, and perverse!

I am at work but will write a sweet back story tonight if you let me stumble along with you guys

Inexplicable Humblebrag
Sep 20, 2003

Waroduce posted:

Hi, I am from the gbs thread and have not played any pnp games since dnd in hs. I also have never done a play by post. If you'll have me, I'd like to play. Im open to a simple punch people in the face role, and the closest seems to be


I am at work but will write a sweet back story tonight if you let me stumble along with you guys

This is fine. This entire thing is a learning experience, as I have never GMd before, either online or in the flesh. From what I can see of other game threads it is hardly rocket science, so long as you're willing to post Post POST.

Moola
Aug 16, 2006
I am writing my bio for a scrunty Operator

Tin Tim
Jun 4, 2012

Live by the pun - Die by the pun

Grimply the Scrunt Sniper




Grimply was born slightly smaller and weaker than his scruntling brothers, but the mighty scruntfather didn't completely shaft him and blessed him with more cunning. Being smaller than his brothers earned him a lot of punches and kicks though, since they usually found him to be a better plaything than some dumb rat. This led to Grimply becoming good at hiding and weaseling his way around the scrunt village. Speaking off, his tribe were the remnants of a scrunt explorer fleet, that landed on an unknown planet to check it for colonization. But trouble befell them, because all their ships broke down after landing, and the planet turned out to be really hosed up and hostile for the most part. The scrunt tribe couldn't leave again, so they just built a village around their ships, and eventually scrapped them to improve their shoddy hovels.

Grimply's skills at stealth started to show their weight when he was on hunting duty, and he usually came back with more vermin than the other hunter scrunts. He slowly became the top hunter of the village, which earned him some respect from his fellow scrunts who were making jokes about him before because of his small build. Grimply could have lived a decent live this way, but another tragedy struck the scrunt tribe. One day while Grimply was out hunting, a Chaos fleet fell out of the warp and descended upon the scrunt village. The vile Khorne worshippers slaughtered everyone for fun, took their skulls and then left. Grimply didn't notice any of this, because he was deep inside the twisted forests of the hosed up planet, and also got totally in the zone when he was out stalking. When he returned, he found all his fellow scrunts butchered and their village in flames and ruins. This experience dealt a blow to his sanity, and the following years of solitude on his hosed up planet also didn't help. He became gloomy and joyless, and only found solace in the fact that the scruntfather spared his life that day.

A few years later, another scrunt explorer fleet reached the planet to check it out for colonization. They had more luck than the last fleet though, because their ships didn't break down after landing and realized that this planet was much too hosed up. Grimply saw their ships descending, and soon realized that he wouldn't be alone anymore. But he also didn't trust the new scrunts, so he snuck his way through their make-shift camp and into one of their ships. While rooting through their stuff, Grimply was caught by one of the other scrunts, who yelled at him and reached for his pistol. But in a sudden moment of genious, undoubtedly given to him by the scruntfather, Grimply just calmy replied "Oi mate, the fack's wrong with you, we've known each other for fackin years, don't get on me balls like that, crikey!" And to his amazement, the perplexed scrunt believed him, and told him to ready up because they were about to leave this hosed up place. And just like that, Grimply became a part of the scrunt tribe, and no one ever questioned his story. Because a scrunt is a scrunt, after all.

During his time with the tribe, Grimply took a liking to a scrunt called Flet. Flet is very stupid, even by scrunt standards, but always cheery and that makes Grimply forget about his troubled past. Flet eventually developed a sort of hero worship towards Grimply, because he was so good at being stealthy and could also shoot very good. The tales of the scruntfather also impressed Flet, and he has become sort of a novice in Grimply's employ. This all came to a climax, when the scrunt tribe encountered an imperial guard regiment one day, and Grimply saved Flet because he told em to "Get tha fack down mate, the scruntfather told me these humies aren't friendly!". The other scrunts didn't hear Grimply's warning and were gunned down while bickering amongst themselves. Since then, Grimply and Flet just drifted through the Scruntperium, and hire on with any scrunt tribe that has use for their skills. Flet isn't nearly as capable or religious as Grimply is, but he at least tries. Grimply also firmly believes in the scruntfather, because praying to him is what kept him relatively sane during his years of solitude, and he's convinced that the scruntfather spoke to him and that he is his prophet.

Tin Tim posted:

I don't know yet how I'll get revenge on Grumb and Barry, but by the holy scrunt father, I'll find a way.

Yurik is now good in my book.


code:

Name: Grimply
Career: Sniper/Longshooter
         
Wounds: 9 [5 + 3 (roll) + 1 (regiment)]
Fate: 2/2
IP:6
CP:0

Initiative mod +4
         
Armor:
Head: [2] Body: [3] Arms: [2] Legs: [2] +1AP on first hit per turn from synskin
         
Weapon Skill:          32 | [20+12]
Ballistic Skill:       45 | [20+20 + 5 (Simple advance)]
Strength:              26 | [20+06]
Toughness:             22 | [20+ -3 (Light Infantry) + -10 (Sniper) + 03 Penal Regiment + 12]
Agility:               47 | [20+  3 (Light Infantry) + 03 Penal Regiment + 16 + 5 (Simple advance)]
Intelligence:          34 | [20+14]
Perception:            53 | [20+ 10 (sniper) + 18 + 5 (Simple advance)]
Willpower:             26 | [20+06]
Fellowship:            42 | [20+ 10 (sniper) + 12]
         

==Skills==
Intimidate (uses Strength, Intelligence at GM discretion)
Navigate - Surface (Int)
Awareness (Per)
Deceive (Fel) (+30)
Trade - Cook (Int?)
Stealth (Ag)(+10)
Dodge (Ag)
Scrutiny (per)(+20)     
  
==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 - runnnn
Deadeye Shot - -10 to Called Shots (e.g. head, leg, testicles), rather than -20
Heightened Senses - Sight (+10 to per tests using Sight)
Weapon Training - Las, SP
Deadeye Shot - When making a Called Shot ranged attack, the character reduces the penalty by 10
Rapid Reload - Every reload action gets halved
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 wielded in one hand.
The Bigger They Are - Modify hit location on larger enemies.

Mimic - Vox synthesisers, training, or innate abilities allow the character to accurately mimic the voice of another. 
For proper imitation, the character must study the voice patterns of their intended target for at least one hour and speak the same language. 
The character cannot accurately copy the voice of a xenos due to the difference in physiology and the subtle complexities of most alien languages. 
Listeners must succeed on a Scrutiny Skill Test with a –10 penalty to penetrate the deception. 
If the character’s study used vox recordings or comm-link conversations rather than in-person observation, then there is no penalty to the Scrutiny Skill Test to see through it. 
The character’s deception automatically fails if the listener can clearly see them.

Current stash of learnt voices
-A wounded PDF sergeant
-A scared farmer


==Traits==
Really loving Scrunty (for all intents and purposes of Weedy size,
 except for narrative purposes like fitting through tiny gaps or hiding in really small 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==
-Spotter 
Can use his comrade to make an aim action if comrade is in cohesion
-Weak Spot
Full Action/If called shot is used this turn, increase penetration by x, where x is equal to the DoS of the shot. Communing range
         

***Gear***
"New' Scrunt Eye" Energy Sniper Rifle with Scope(Longlas - Best/  150m / s/-/- / 1d10+3E / pen1 / clip 40 / full round reload / Accurate, Reliable, Felling (1))
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)
Scrunt Pistol (Autopistol - Basic / 30m / S/–/6 / 1d10+2 I / pen 0 / clip 18 / Full reload)
Scrunt Knife
Longshot sniper rifle, one Penetrator round, three Toxic rounds, one Flash round.
If disassembled, counts as a pistol, quarters range, no Accurate quality. Stock and barrel can be snapped into place again as a Full action.
350m / s/-/- / [damage by ammo type] / [pen by ammo type] / clip 1 / rld full / Accurate

Chameoline Cloak (+20 Stealth, increase Range increment by 1 when shot at if stationary target - e.g. Normal goes to Long)
Flak vest + helm (2AP head, 3AP body, +1 AP against blast damage)
Fitted suit of Synskin (2AP (3AP on first hit of turn) to all unarmoured body parts, +10 Stealth, and makes you invisible to darksight scopes and infrared vision)
Magboots (Ag bonus -2 when worn, but stick to metallic surfaces. 
 Walk normally in low-g, etc. Hang upside down from bridges, scrunting.)
Red-dot Scope (+10 to single shots if aiming)    
Overcharged Suspensors(makes his rifle really loving light)
A powered grapnel and line - +30 to climbing tests
Magnoculars
1 Jokaero micro-melta-missile. Gives the benefit of a Targeter when shot, i.e. it reduces maluses to hit by one step, and counts as a meltabomb when it hits.
2 one-shot krak Tread Fether missile launchers
1 Microbead (1km range, not reconfigured)
1 Photovisor goggle sized for humans

2 frag granades
2 smoke grenades

A Narratively Infinite Amount Of Ammunition That Runs Out As Soon As It Is Abused
Ragged cooking utensils, my shoddy clothes, a never-ending pouch with leaves and roots to spice my cooking,
 some crude traps for creatures that are smaller than a scrunt, and a worn book about the holy scruntfather    
   
==Aptitudes==
Aptitudes
Agility
Ballistic Skill
Fieldcraft
Finesse
Offence
Perception
Willpower
         
==XP==
Spent: 3050
Left: 150
     
Simple PER (100)
Simple AG (100)
Simple BS (100)
Dodge (200)
Stealth (100)
Mimic (200)
Sharpshooter(300)
Stealth +10 (200)
Spotter comrade advancement (250)
Rapid Reload (200)
Quick Draw (200)
Deceive +10 (200)
Deceive +20 (300)
Deceive +30 (100)
Scrutiny (100)
Scrutiny +10 (200)
Scrutiny +20 (300)

Tin Tim fucked around with this message at 19:18 on Jan 6, 2017

juggalo baby coffin
Dec 2, 2007

How would the dog wear goggles and even more than that, who makes the goggles?



'Pernicious' Kreb, Scrunt Ranged Specialist

Small and disgusting, even by scrunt standards, resembling nothing so much as a hideous face that sprouted baby limbs, 'Pernicious' Kreb congealed at the bottom of the scrunt social order at the bottom of the decaying hive city he called home. He learned to be keep to himself out of necessity, having at various points been mistaken for some strange ork offshoot, a nurgling, and some sort of genestealer scrunt, and narrowly escaped falling victim to the violent response his mistaken identity engendered.

His isolation forced him to learn to cook ('cook') using whatever scraps he could scrounge up, and where he grew up those scraps were the scraps of scraps of scraps. Have you ever tried to make stew out of a bootlace, three miscellaneous bones and a cup of sick? Kreb has. He became an adept trapper, catching the mutated vermin of the undercity and growing twisted on their putrid meat, gaining some of the animal viciousness of his prey along the way. In a fight Kreb is like a rabid dog, a rabid dog with scabies that is even harder to fight off because it's so gross you don't want to touch it.

Luck changed for Kreb one day when his traps caught something he didn't expect. One of his snares caught on the fine, fluffy, neon pink mane of one of the gangers, and the Twisted Neon Electro Snake Gang were notoriously vain. The ganger just stood there, refusing to risk his beloved feathered mullet, trying in vain to shoot away the snare with his exceptionally phallic stubgun.

Kreb's life depended on his ability to take an opportunity when it presented itself, and that is what he did here. The Ganger really wasn't expecting a set of sharp little teeth, distracted as he was by his hair crisis, and the shock of the bite made him drop his gun. Kreb had seen guns before, but what the scrunts of the undercity called guns were more a kind of pipebomb on a stick. This stubgun was, while exceptionally phallic, of a level of craftsmanship Kreb had never seen before. His first thought was to drag it away and sell it. But Kreb had been ripped off before, stealing from Kreb was like taking candy from the baby from Eraserhead. Easy but disturbing.

Maybe it was all the radrats and sick he'd eaten, but in the gun Kreb saw the power of the gods. He understood the operation of a firearm, and to prove it he shot the ganger several times, taking his mullet as a trophy to wear around his shoulders.

To Kreb, a gun is a kind of trap. You set it somewhere, and when you see someone walk past it, you set it off.

Soon the undercity came to live in terror of the minuscule figure with the gigantic gun, a figure that haunted the darkness and picked off the unsuspecting like the reaper himself. The rumour was that the killer was some sort of rogue war-cherub servitor, and these rumours spread fast.

Meanwhile, Kreb was up to his eyes in all the eyes he could eat. He'd amassed so much loot that he had to employ a minion to carry it about for him. Pelt, another outcast of scrunt society. Scrawny and continuously disjointed from reality due to some bizarre mixture of paint scrapings and sewer water he heats up and huffs from a can, he claps and hoots like a seal whenever Kreb fires his gun. Unfortunately for them both, Kreb's newfound life as a mad killer and thief was soon to end.

The techpriests of a passing imperial guard ship heard the rumours during a stopover in the hive city, and set about catching this rogue cherubim they'd heard so much about. No one had ever heard of a serious hunter killer cherubim like this, and everyone knows how big the reward is for finding some new archaeotech. The trapper became the trapped, lured in by a shiny bauble that turned out to be a net launcher, Kreb was soon hauled off to the depths of the guard ship by two techpriests, who would have been grinning ear to ear if not for the fact that their mouths were replaced with a host of miscellaneous tubes.

Imagine their disappointment as they stood around the examination table, poised to disassemble and study their find, imagining the riches that awaited them, when it turned out to just be a scrunt with a gun that looks like a dick.

code:
 Name: 'Pernicious' Kreb
 Career: Ranged Specialist
 
 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:       50 | [20+ 5 (Ranged Specialist) + 20 + 5 (Simple advance)]
 Strength:              26 | [20+6]
 Toughness:             34 | [20+ -3 (Light Infantry) + 14 +3 (Penal Legion)]
 Agility:               44 | [20+  3 (Light Infantry) + 18 +3 (Penal Legion)]
 Intelligence:          32 | [20+12]
 Perception:            36 | [20+16]
 Willpower:             32 | [20+12]
 Fellowship:            26 | [20+6]
 
 
 
 ==Skills==
 Intimidate (uses Strength, Intelligence at GM discretion)
 Navigate - Surface (Int)
 Survival
 Common Lore - Imperial Guard, War (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 - gotta go fast
 Lasgun Barrage - Don't move and use semi/full auto with your Scrunt Lasgun, get an extra degree of success, meaning more hits connect.
 Weapon Training - SP, Las, Plasma
 Hip Shooting - full move + single shot can be combined! Tactical relocation!
 
 ==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***
 Sparking Scrunt Energy Rifle (Tiny hosed-Up Multilaser - Basic / 100m / S/5/10 / 1d10+4 E / pen1 / clip 40 / Full reload)
 Motion Predictor Sight attached to hosed up multilaser (+10 to semi/full-auto shots)
 Stolen Stubber (Autogun - Basic / 100m / S/3/10 / 1d10+3 I / pen 0 / clip 30 / Full reload)
 Shiver Shiv (Mono-truncheon - Melee, 1d10 I + Strength Bonus, pen2)
 Flak vest + helm (2AP head, 3AP body, +1 AP against blast damage)
 2 x injector marked with EXPERIMENTAL COMBAT DRUG
 6 frag granades
 2 smoke grenades
 2 fire 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==
 Agility
 Ballistic Skill
 Willpower
 Fellowship
 Fieldcraft
 Finesse
 
 ==XP==
 100 spent
 500 left
 
 Simple BS (100)
 Dodge (200)
 Hip Shooting (300)

juggalo baby coffin fucked around with this message at 23:32 on Nov 6, 2014

Gravitas Shortfall
Jul 17, 2007

Utility is seven-eighths Proximity.


can I be a skele instead

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

Who What Now
Sep 10, 2006

by Azathoth
Sniped the Sniper :smug:

Don't feel bad, Tin Tim, I was crazy bored at work so I was just checking and rechecking my bookmarks and I jumped on this thread the second it went up.

ThNextGreenLantern
Feb 13, 2012

quote:

The Medic! – this intelligent, tenacious Scrunt is what passes for a scientist among their misbegotten kind, and stitches wounds! His comrade Prakk is morose, and inexplicably racist!



Dak Rugby was searching for food in a trash hive and discovered a malfunctioning medical dataslate which died in a matter of minutes. While he only understand a handful of words, he was curious about the images and diagrams of human anatomy. Whenever one of his tribe found themselves dead or severely injured, Dak wouldn't be far behind with his crude tools, waiting to examine and cut, not quite recognizing the differences between human and scrunt bodies.

After he gathered a good deal of experience taking a scrunt apart, Rugby decided to try his hand patching living scrunts up. After a rocky start, his work improved, and his success rate improved greatly. By scrunt standards. Dak realized his fellow scrunts weren't getting injured or killed often enough for him to continue his research, so Dak decided to injure some himself. Dak quickly realized he was not cut out for fighting against a healthy scrunt, so he decided to leave his home world in pursuit of new and more interesting injuries.

Dak has a beef with Gumbo for calling his mother "a lady scrunt of low virtue"

Dak owes a favor to Urok for giving him plenty of battered and fractured bodies to work with.

code:
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
 1 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)

ThNextGreenLantern fucked around with this message at 03:39 on Nov 14, 2014

Tin Tim
Jun 4, 2012

Live by the pun - Die by the pun

It's aight. I would have liked to come up with a new story, but my creative allowance for the day went into making a nerd scrunt that build himself a scrunt bot friend because the other scrunts shunned him for being smarter than them. But I like your story more, and in fact, all the scrunt stories are good so far

I'm gonna read up on Only War later

Tin Tim fucked around with this message at 23:45 on Nov 4, 2014

Inexplicable Humblebrag
Sep 20, 2003

ThNextGreenLantern posted:

Gotta strike while the iron's hot!


"Doc" Going to edit more info in ASAP.

Edit: Oh, there are six already. I'll put info up in case room opens up. Either way, I'll be following the thread intently.

Eh it's fine I was after a minimum of six. Welcome to the Slam Squad.

Ok so all the scrunts except the Sergeant got taken really really loving quickly, so if anyone else wants in on this and wants to be the sarge do please shout. There's not going to be any movement on this until at least tomorrow while I get everyone's character sheets sorted out so in the meantime:

You all know each other. You're all part of the same loosely-affiliated tribe of Scrunts. You're all, roughly, on the same side. However, another Scrunt in the squad has recently caused you some small degree of aggro, and you also owe a favour to another Scrunt in the squad (possibly even the same one!)

Tell us what happened.

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

juggalo baby coffin
Dec 2, 2007

How would the dog wear goggles and even more than that, who makes the goggles?


scalded schlong posted:

Eh it's fine I was after a minimum of six. Welcome to the Slam Squad.

Ok so all the scrunts except the Sergeant got taken really really loving quickly, so if anyone else wants in on this and wants to be the sarge do please shout. There's not going to be any movement on this until at least tomorrow while I get everyone's character sheets sorted out so in the meantime:

You all know each other. You're all part of the same loosely-affiliated tribe of Scrunts. You're all, roughly, on the same side. However, another Scrunt in the squad has recently caused you some small degree of aggro, and you also owe a favour to another Scrunt in the squad (possibly even the same one!)

Tell us what happened.


The scrunts are part of the imperium, right?

Pernicious Kreb is angry at Grumb Slanger for being big and also having a big gun. Kreb feels that people should have one or the other, and that having both is unfair. He expresses this displeasure by staring at Grumb from the shadows and periodically hissing.

He owes a favour to Scurrilous Scruntson, because his comrade Pelt was getting the shakes really bad from paint scrapings withdrawal and Scurrilous helped him locate a source of a similar paint.

Inexplicable Humblebrag
Sep 20, 2003

The Scrunts just sort of hang around. They are marginally tolerated by the Imperium if they're being watched but I guess they also have no compunction in raiding human settlements if they are threatened or larcenous or feel like it.

Think of them like how Beastmen used to be back in the Rogue Trader days - if there's Scrunts that want to hang around with the Imperium, great, bung them in a specialist unit and send them to the front lines to die like the filth they are. But you wouldn't want your daughter to marry one.

In other words, you're not going to be shoehorned into being buddy-buddy with the Imperial Guard and I'm perfectly happy for you to go on a tear and loot a Baneblade to run over a space marine, but if you happen to meet some dudes and you manage to persuade them that you're not hostile by offering them crude sculptures of their commanding officer then you can probably work together.

Moola
Aug 16, 2006
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.

Moola fucked around with this message at 23:29 on Nov 4, 2014

Who What Now
Sep 10, 2006

by Azathoth
Scurrilous Scruntson owes a favor to Groin Sklunger, who very kindly donated his bionic eye to Scurrilous so that he could complete construction on his small robotic new friend, SCR-417.

Scurrilous Scruntson has a beef with Groin Sklunger as well, who viscously accused Scurrilous of knocking him out with a pipe to the back of the head and then stealing his bionic eye. This is all technically true, but he didn't have to be a dick about it and accuse Scurrilous. Scurrilous did procure a different bionic eye and installed it for Groin (after braining him with a pipe again) but still feels his scrunty honor has been besmirched.

-EDIT-

Ha! I wrote my post before seeing yours, Moola. Nice.

Tin Tim
Jun 4, 2012

Live by the pun - Die by the pun

scalded schlong posted:

Tell us what happened.
When our scrunt crew was still preparing for our journey, me and Flet went out stalking for some animals cause we were hungry as hell. It didn't go too well, because Flet still hasn't taken all my lessons about stealth to heart. Jumping up and down while hooting about how there is a tasty rat right there, usually ends with the tasty rat fleeing instead of getting caught by us. I had to yell at him several times, but we eventually ended up with two plump rats in our bag. Back at camp, I went about cooking them in a grody pot, with some leaves and roots that I scavenged alongside. I was occupied with cooking, so I didn't notice that Flet wandered off. When I did, I cursed and had to go after him, because he usually gets into trouble on his own. I searched around the camp, and found him dozing off behind some of the crates that would get loaded into the ship. I woke him with a good smack, and cussed him out for wandering off. When we got back to our grody pot, I found Grumb and Barry just as they gobbled down the last remains of our rat stew. I was furious, but couldn't do anything about it since they're big and tough. When they looked at me with their stuffed faces, I just muttered a quiet curse under my breath, and dragged the perplexed Flet with me to hunt for more animals. But since we already went through the area, we ended up with just a single small rat that we both had to share. I don't know yet how I'll get revenge on Grumb and Barry, but by the holy scruntfather, I'll find a way.

It wasn't all bad though. When everyone was just millin about the camp, I had my gear and rifle stashed in my ragged tent. I heard some commotion from it, and snuck up on my own tent to see what's up. I carefully lifted the edge of it, and saw Scurrilous loving around with my rifle. I pulled out my tiny knife and yelled at him to keep away from my stuff, but he calmed me down and said he just wanted to improve it. I checked out my rifle, and it now had a slightly bigger scope and some funky gadgets on the body. I was pretty impressed by this, and said thanks before booting him from my tent. The rifle now may explode next time I use it, but in my scrunt mind I think it's probably much better now, and Scurrilous is now good in my book.

----
Also, I realized that I'm kind of the straight man between all you gnarly slam scrunts, so I'll make that my thing and pretend it was my idea to begin with

Tin Tim fucked around with this message at 23:42 on Nov 5, 2014

Moola
Aug 16, 2006

Who What Now posted:

Ha! I wrote my post before seeing yours, Moola. Nice.

haha awesome!

Phoon
Apr 23, 2010

I'm here to claim the role of Scrunt Sergeant Gumbo Bulge

quote:

The Sergeant! – This tough, hardened Scrunt specialises in motivating the rest of his gang, and holding the line in melee! He is the leader! He does not get a comrade!

Will write up words and choose favours/aggro shortly

Inexplicable Humblebrag
Sep 20, 2003

Gravitas Shortfall posted:

can I be a skele instead

I did not address this earlier, but no. I am sorry.

Eight Scrunts, then. Jesus.

I'll do sheets tomorrow. I will give pastebin links that I would like you to paste into your character bio posts, and I would like a link to said posts at the bottom of each post you make in the game thread so that I have stats easily to hand.

Tin Tim
Jun 4, 2012

Live by the pun - Die by the pun

Hey schlong, I found this beginner pdf for only war, and that's probably all I/we need to know to make your job a bit easier, right?

Oh, you're also cool and good for doing this

Moola
Aug 16, 2006
yeah its really rad of you to set this up for us idiots

Gravitas Shortfall
Jul 17, 2007

Utility is seven-eighths Proximity.


scalded schlong posted:

I did not address this earlier, but no. I am sorry.

just another part of the anti-skelespriracy :skeltal:

Inexplicable Humblebrag
Sep 20, 2003


Yeah if everyone could have a gander at that it would be helpful - certainly look at pages 8 through 15 as they tell you what all the stats are and what the skills do, and feel free to have a look through the body of the adventure if you want to see what sort of situations pop up and what sort of things require skill tests.

However, common sense rules kinda apply - I'm going to assume you know a meltagun will be good against tanks, but I'm not going to assume you know it does 2d10+10 energy damage with a penetration of 12.

Moola
Aug 16, 2006

scalded schlong posted:

Yeah if everyone could have a gander at that it would be helpful - certainly look at pages 8 through 15 as they tell you what all the stats are and what the skills do, and feel free to have a look through the body of the adventure if you want to see what sort of situations pop up and what sort of things require skill tests.

However, common sense rules kinda apply - I'm going to assume you know a meltagun will be good against tanks, but I'm not going to assume you know it does 2d10+10 energy damage with a penetration of 12.

looked at page 9 and immediately read Scrutiny as Scruntiny

juggalo baby coffin
Dec 2, 2007

How would the dog wear goggles and even more than that, who makes the goggles?


I got bored so here is Pernicious Kreb

juggalo baby coffin fucked around with this message at 02:42 on Nov 5, 2014

Ignite Memories
Feb 27, 2005

Grumb Slanger owes a favor to Sgt. Gumbo, who literally pulled his rear end out of a fire when Grumb was captured and partially cooked by a pack of urban mutant cannibals during a routine scruggling mission. This was the first time anyone but Barry had ever stood up for Grumb, and he won't forget it. Because of this, Sgt. Gumbo is the only scrunt that grumb makes an effort never to spit on.

Grumb Slanger is suspicious of Dak Rugby, who once patched up Barry after a particularly nasty bottle-fight that tore a huge gash in his face. Barry just never acted quite the same after that night, and deep down Grumb is secretly afraid that he may never have his cousin back. Also sometimes Barry ticks now.

Tin Tim
Jun 4, 2012

Live by the pun - Die by the pun

Moola posted:

looked at page 9 and immediately read Scrutiny as Scruntiny
lmao same here


FirstPersonShitter posted:

I got bored so here is Pernicious Kreb


Moola
Aug 16, 2006

FirstPersonShitter posted:

I got bored so here is Pernicious Kreb



I think we should all do this, the worse the artistic skill the better

Who What Now
Sep 10, 2006

by Azathoth
That damage seems low for a meltagun. :crossarms:

Tin Tim
Jun 4, 2012

Live by the pun - Die by the pun

Yeah, could be fun

I'm gonna hit the bed now and will try tomorrow

Who What Now
Sep 10, 2006

by Azathoth

FirstPersonShitter posted:

I got bored so here is Pernicious Kreb



This is the best thread. Do the rest of the squad!

Ignite Memories
Feb 27, 2005

So on this.

What kind of weapon does the heavy get? some kind of heavy stubber? Or is it like, a grenade launcher or something?

juggalo baby coffin
Dec 2, 2007

How would the dog wear goggles and even more than that, who makes the goggles?


What type of class is the ranged specialist scrunt in the book? I want to ogle some weapons.

Waroduce
Aug 5, 2008
I was just voluntold im presenting to a large client tomorrow morning, and id like to do a good job on this. Im gunna have something up later tonight bc I dont wanna be left out, but I may just throw together a boilerplate and flesh it out tomorrow after work.

Ignite Memories
Feb 27, 2005

This'll have to do until I figure out what my weapon situation is.

GRUMB SLANGER

ChickenHeart
Nov 28, 2007

Take me at your own risk.

Kiss From a Hog
Good God.

I'll have to keep an eye on how this wonderful train wreck pans out.

/edit: someone use this image of a cat-drinking Scrunt somehow:

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Phoon
Apr 23, 2010

GUMBO BULGE



Born and raised in the small Scrunt settlement of Scrunton, eleventh son of a local taxidermist, Gumbo Bulge was always an ugly Scrunt, even by Scrunt standards. He has tiny eyes, no visible neck, half an ear on one side and a long, almost cylindrical nose. Bullied by other Scrunts, who would call him cruel names like 'Dicknose', Gumbo spent his childhood in his corner of the family shed, acting out adventures with poorly taxidermied animals and Danny, a human skull he found in the woods who was his only friend.

After years of isolation a teenaged Gumbo finally found his niche playing Scruntball, a twelve player game of brutal violence, fast paced strategy and complex scrunty eroticism. Gumbo discovered a natural talent for leading and motivating Scrunts, and as team captain, Gumbo lead his team - the Scrunton Scavengers - to victory in the Scruntbowl, primarily by being the only team to find the arena without losing too many players to large local birds and general ennui.

Buoyed by this taste of fame and fortune, Gumbo remembered his boyhood dreams of adventure and led a gang of young Scrunts to the closest human settlement, an enormous waste processing facility that did very little processing, to enlist in the Imperial Guard. Initially turned away by the recruiters, he and his comrades refused to leave, instead setting up camp amongst the galactic waste and toxic sludge. The local bureaucrats eventually decided there might be some value in his determination and, much more importantly, his willingness to spend time in conditions human soldiers found 'too icky'. He and his friends were enlisted in the Imperial Guard.

Gumbo's new squad, the 409th Scrunt Auxillaries were quartered in onboard sewage facility on an Imperial cruiser. The area was known as the poop deck and was rancid by any human standards, but to Gumbo and his Scrunt boys it was home. They spent their days drilling, sometimes combat drills, sometimes just drilling holes around the ship to see if anything interesting would come out of the walls. Over time it became apparent that the other soldiers of the Imperium had little respect for Scrunts. Gumbo and his boys suffered taunts and occasional beatings whenever they crossed paths with ordinary guardsmen. To make things worse, they were never called for duty. It was as if they had simply been forgotten in the poop deck.

Bored of life on the poop deck, Gumbo devised an escape plan, but when he approached the other Scrunts about it they decided they were happy where they were, the poop deck was warm, safe and smelly. With a heavy heart he loaded himself into a waste canister, alone again, and launched himself at the nearest inhabited planet.

Since leaving the Imperial Guard, Gumbo has taken a variety of jobs, mostly involving stealing or fighting, they have not paid well, but he has found a little of the excitement he craves and teamed up with a few other Scrunts he has met along the way.

Gumbo owes a favour to Grumb Slanger, for letting him win in an arm wrestling contest when he was attempting to impress a lady Scrunt of low virtue

Gumbo has beef with Pernicious Kreb, for catching and eating a hosed up tiny wolf Gumbo had been attempting unsuccessfully to tame with beautiful Scrunt music.

code:
Name: Gumbo Bulge
 Career: Commander

 Wounds: 10/14 (10 + 3 (roll) + 1 (regiment)
 Fate: 1/2
 IP: 2
 CP: 0

 Armor:
 Head: [2] Body: [3] Arms: [3] Legs: [3]

 Weapon Skill: 		45 | [20+20+5(Exp)] 
 Ballistic Skill: 	32 | [20+12]
 Strength:		34 | [20+14]
 Toughness: 		32 | [20+ -3 (Light Infantry) + 3(Penal Regiment) + 12] 
 Agility:		32 | [20+  3 (Light Infantry) + 3(Penal Regiment) + 6] 
 Intelligence: 		36 | [20+16] 
 Perception: 		26 | [20+6] 
 Willpower: 		32 | [20+12]
 Fellowship: 		43 | [20+ 5 (Sergeant) + 18] 


 
 ==Skills==
 Intimidate (uses Strength, Intelligence at GM discretion)
 Navigate - Surface (Int)
 Command +10 (Fel)
 Scholastic Lore - Tactics (Int)
 Parry +20 (WS)
 
 ==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 - run
 Weapon Training - Chain, SP, Las, Bolt
 Air of Authority - Command up to 100 x fellowship bonus, not just 10 x fellowship. Remember that Command can only be used on people you, y'know, would expect to be able to command.
 Counter Attack - parry, get a free attack at -20
 Ambidextrous - Does not suffer -20 penalty for actions using the off hand
 Combat Master - No ganging-up bonuses for enemies
 Heroic Inspiration - Use Inspire Special Use of the Command Skill as a Half Action

 ==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!)
 
 ==Orders== 
 Get Them! (Make a +0 Command Test, if successful, for the next round, when performing the ranged volley or close quarters orders comrades grant their controlling player character an additional 4    damage to the affected melee or ranged attack)
 Covering Fire (For the next Round, all Player Characters with their Comrade in Cohesion gain a +10 to all Dodge Tests

 ==Comrade Advances==
 

 ***Gear***
 Good quality Bolt Pistol (Pistol / 30m / S/2/- 1d10+5 X / pen 4 / clip 8 / full reload / Tearing, Reliable)
 M36 Lasgun - basic / 100m / s/3/- / 1d10+3E / pen0 / clip60 / rld Full / reliable
 Power Sword (Melee / - / 1d10+5E / pen 5 / Power Field (75% chance to destroy enemy weapon on parry), Balanced (+10 to parry)
 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)
 Good quality Chainsword - +5 to WS tests when using it. Melee / 1d10+2 R / pen2 / Tearing, Light (ready as free action), Brittle (Fail WS test by more than 4DoF, roll 1d10. On a 1, the weapon shatters.)
 Tox Dispensor (attached to Good Quality Chainsword - weapon gets Toxic (2) for a round) - 3 charges used
 Wooden chest containing 144 extremely fine cigars.
 Flak vest + helm + legs and arms(2AP head, 3AP body, 3AP legs, 3AP arms +2 AP against blast damage)
 Laud hailer
 Respirator (+20 to breathe)
 1 x injector marked with EXPERIMENTAL COMBAT DRUG
 1 frag grenade 
 2 smoke grenades
 2 fire 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==
 Fellowship
 Leadership
 Intelligence
 Social
 Toughness
 Weapon Skill
 
 ==XP==
 Parry (100)
 Command +10 (200)
 Counter Attack (300)
 Parry +10 (200)
 WS +5 (250)
 Get Them! (200) 
 Weapon Training: Las (300)
 Weapon Training: Bolt (300)
 Ambidextrous (300)
 Covering Fire (200)
 Parry +20 (300)
 Combat Master (300) 

 Spent: 2650
 Left: 50

Phoon fucked around with this message at 20:31 on Jun 21, 2016

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