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SPAM GANGREE & FRITO BUGGER,
+ MOXIE WANGLEBERRY & PEPSIE PERISTALT
Career: Assassin
Lineage: Ratling
Gender: Male
Build: Stocky (1.3m/48kg)
Skin Color: Rosy
Hair Color: Silver
Eye Color: Pale blue
Age: 48
Quirk: ingredient hunter
Carry limit: 27kg
Movement:
WS: 26
BS: 61
Str: 23
T: 33
Ag: 45
Int: 50
Per: 39
WP: 33
Fel: 42
Wounds: 10
Armor: 4 (Arms, Body, Legs), 2 (Head)
Fate Points: 3
Insanity Points: 0
Corruption Points: 5
Thrones: 730
Homeworld: Ratling world
Birthright: Scapegrace
Trauma: corruption
Lure of the Void: Renegade
Trials: Calamity (Reduce your group's starting profit factor by 1)
Motivation: Pride
Divination: "The wise man learns from the deaths of others." +3 Int
Traits:
Larcenous (Blather, Sleight of Hand as basic skills)
Scrawny (Concealment +10, -10 to enemy attacks)
Basic Skills:
Blather (Fel)
Sleight of Hand +10 (Ag)
Awareness +10 (Per)
Dodge +20 (Ag)
Concealment +10 (Ag)
Climb +20 (Str)
Silent Move +20 (Ag)
Advanced Skills:
Speak Language (Low Gothic)(Int)
Trade (Cook) (Int)
Acrobatics +10 (Ag)
Shadowing (Ag)
Talents:
Ambidextrous
Catfall
Melee Weapons Training (Primitive)
Basic Weapons Training (SP)
Basic Weapons Training (Las)
Pistol Training (SP)
Pistol Training (Las)
Enemy (Adeptus Arbites)
Resistance (Interrogation)
Light Sleeper
Nerves of Steel
Quick Draw
Deadeye Shot
Lightning Reflexes
Marksman
Sharpshooter
Crack Shot
Rapid Reload
Survival
Mighty Shot
Sprint
Step Aside
Dark Sight
Weapons:
Long Las w/ Red-dot Laser sight: 150m – S/-/- – 1d10+3 E – Pen: 1 – Clip: 40 – Rld: full – Accurate, Reliable – +10 BS – 5kg
Las Pistol w/ Red-dot Laser sight: 30m – S/-/- – 1d10+2 E – Pen: 0 – Clip: 30 – Rld: full – Reliable – +10 BS – 2kg
Hand Cannon w/ Fire Selector and DumDum/Manstopper rounds: 35m – S/-/- – 1d10+4 I – Pen: 2 – Clip: 5 – Rld: 2 full – 3kg
Gear:
Flak Helmet: AP 2 (Head) – 2kg
Xeno mesh armour: AP 4 (Arms, Body, Legs) – 2kg
charge (corpse hair)
jacket, pants, cap (Common Quality Clothing)
Backpack (1kg)
Grapnel (2kg)
Microbead
Stummer (2kg)
Amasec x10
Re-breather (1kg)
Chrono
Clip/Drop Harness (1kg)
Rare choice: Xeno mesh armour
Freebie: Cybernetic Eyes (+20 to resist blinding, Dark Sight)
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Ratlings can purchase these talents at one-fourth cost.
Sharpshooter BS 40, Deadeye Shot Ballistic Skill Finesse Decrease penalty for ranged called shots.
Precise Blow WS 40, Sure Strike Weapon Skill Finesse Reduce penalty for melee called shots.
Deadeye Shot BS 30 Ballistic Skill Finesse Reduce penalties for ranged called shots.
Stealth Sniper Stealth +10 Ballistic Skill Fieldcraft Chance to remain hidden after making a ranged attack.
Ambush Stealth Agility Fieldcraft Inflict additional Damage on Unaware targets.
Death Server BS 50, Deadeye Shot, Sharpshooter BS ;Spend Fate Pt. to change Damage die result of 1 to 10 once per combat.
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LarcenousEdit Ratlings are inclined towards less-than-legal activities, including gambling, theft, con games, and more besides – often as much for the thrill of success as for the material rewards (though those are nice too...) There are few Ratlings not familiar with at least the basic games, grifts and tricks of their 'trade', and most are imaginative enough to come up with a few of their own as well. Benefit: Blather (Fel) and Sleight of Hand (Ag) count as basic skills for you. In addition, you gain a +10 bonus on Gamble (Per) tests.
ScrawnyEdit Ratlings are only about half the size of human beings, making them harder to hit and easier to hide. Benefit: You gain the Scrawny trait, meaning that your movement is based on your Agility Bonus -1, you gain a +10 bonus to Concealment tests, and enemies attacking you suffer a -10 penalty. This also means that it can be difficult to use some items and weapons built for human use, at the GMs discretion.
Resist the Taint
Edit Ornsworld, the homeworld of all Ratlings, has been the subject of numerous attacks by Chaotic forces. While it has endured, the taint of Chaos is still present and Chaotic beasts must regularly be hunted down and killed. This has given the Ratlings a minor resistance to the taint of Chaos. Benefit: When you would have to check for Corruption, you reduce the result by your Fellowship Bonus or can spend a Fate Point to not gain a Corruption Point.
Voided Minds
Edit Ratlings have no known psykers and have a natural resistance to psychic phenomena. Benefit: Anyone attempting to use a psychic power on you does so with a -20 penalty. Any power that would be used to influence your mind suffer a -30 penalty.
Small Soldiers: average Ratling is around a meter tall and not well built ; have the creature trait 'size (scrawny)'. To hit rolls against the ratling have an additional -10 modifier, concealment tests are at +10 but speed is worked out as agility bonus -1.
In addition they cannot wear clothing or armour like that of other characters. Usually childs clothing will make do but armour that fits is 20% more expensive, 50% of the weight and 1 availability category harder to get. Armour that is generated as part of their career will fit and be 50% of the weight. They may have trouble using other items at the GM's option and may have reduced penalties for cramped conditions and increased penalties for moving through some terrains.
Ratling prefer to feel the ground with their oversized hairy feet. They are tough and hair enough to deal with most terrain and climates but if forced to wear boots (for sealed suits or armours for example) they will be at -5 agility while they do so.
Finally halflings have the trait: Unnatural attribute (Agility). Their agility bonus is doubled (this does not effect movement speed).
Gluttony A Ratlings main concern is maintaining a constant intake of food and drink. Penalty: In the presence of food or drink that they have not eaten / do not possess Ratling characters are at a -10 to all perception tests. A ratling character must always have at least 10% of his carrying capacity taken up by food or drink. Below this the character will be edgy, nervous and complaining constantly.
Finally in non combat situations if the character encounters a party, potential mate, drinking den or eating establishment (if they haven’t eaten in the past hour) they must pass a challenging willpower test (+0) to not partake. Where alcohol is involved if the test is failed by 30 or more the character will drink until they are very drunk.
Cunning Despite their legendary poor nerve when a fight takes place they are resistant to persuasion and, either as a side effect or the cause of, are also good at riddles. Some think it could be to do with ancient rivalries where families would try to trick each other into revealing recipe secrets. Others think that a runtling has a wide stubborn streak and good problem solving to avoid having to do work. Benefit: When resisting persuasion, mind control or solving puzzles they may add +10 to the willpower roll / intelligence rolls.
Hardcore Many people have made he mistake of believing that this little people couldn't possible keep up with the big men.
Benefit: All Ratlings have the skill Carouse and the talent: Talented (Carouse).
Scrawny Treat weapons as one class heavier than normal. Pistols are treated as Basic weapons to ratlings and Basic weapons are treated as Heavy - including the rules for bracing. Ratlings cannot wield Heavy weapons. Pistol and Basic weapons with the Compact upgrade are treated as normal.
Weapons need to be adapted for ratlings – but this is normally an easy task for an armourer. This is treated as an upgrade with the availability of Scarce. Wielding unmodified weapons applies a -5 penalty to WS or BS. Note that, without the compact upgrade, a ratling needs the Heavy Weapon Training talent to wield Basic weapons. However, ratlings have access to an Elite Advance – Heavy Weapons Training for 500 exp. This allows them to wield Basic weapons (with the Ratling modification) without penalty.
Ratling Armour is rarely mass produced. With the exception being Imperial Guard issue flak armour. Otherwise armour for ratlings needs to be made-to-measure.
Some indulgent nobles have been known to gift their children with armour. Therefore orders for expensive suits with child dimensions are not unknown in workshops catering to the rich. Such armour needs to be acquired as Good or Best Quality and may require more time at the GM discretion. However, any human manufactured armour can be acquired a ratling sizes.
Manual controls for vehicles and similar also need adaption to work without penalty. Such adaptions are trivial but time consuming.
Abhuman Ratlings often face hostility from honest Imperial citizens. Social interactions begin one step more difficult than normal. When dealing with Imperial officials the difficult increased by two steps. This penalty does not apply when the interaction is criminal in nature.
Nimble Ratlings begin play with Dodge as a trained skill and can purchase the Talented (Dodge) talent for 200 exp
Charming Ratlings begin play with Charm as a trained skill and can purchase the Talented (Charm) talent for 200 exp
Innocent Souls Ratlings do not really gain corruption. Divide all corruption points (round down) due from an encounter by (their Rank +1 ); and add the total to the character’s Insanity point total.
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