PC Private Squeejk

History

WS 25 BS S 20 T 30 Ag 30 Per 30 Int 40(8) WP 25 Fel

Movement: 3/6/12/24 Wounds: 6 Fatigue: 3/3 Corruption 20/100

Skills: Acrobatics (Ag) +10 , Awareness (Per) +20, Charm (Int) +10, Dodge (Ag) +20, Navigate (Per) (Underground), Philosophy (Int), Stealth (Ag) +20, Survival, Understand (Low Gothic)

Talents: Addiction (Fermented Water), Combat Master, Constant Vigilance, Unnatural Intelligence (Mutation), Peer (Orange Suited Individuals),

Traits: Dark Sight, Natural Weapon, Size (Small), Whisker Sense

Weapons: Natural weapon: Bite, Melee, Dam: 1d10+2(R), Pen 1, Primitive (7), Infecting

Skill, Talent and Trait descriptions:

Traits:

Natural Weapons
This creature has sharp claws, teeth, spines or some other natural
weapon with which it can tear apart its foes. It counts as being
armed even when not wielding weapons, with attacks that deal
1d10 points of damage plus its Strength bonus. The creature can
make attacks with its Natural Weapons using its Weapon Skill,
though it cannot Parry with its natural weapons, nor can it be
disarmed unless, of course, its limbs are hacked off. In general,
creatures with Natural Weapons are immune to the Power Field
quality, as it is assumed they have enough teeth, claws, or spines to
ignore a few being removed. Natural weapons have the Primitive
(7) weapon quality unless stated otherwise in the profile.

Quadrupeds are much quicker over a distance than their bipedal counterparts, and their movement is double that normally indicated by their Agility bonus (see page 245).

Size Puny (2), To Hit: –20, Stealth: +20, AgB–2