Weirdboy

General description of new Weirdboy.

Starting Skills:
Same as book, but swap all Lore with your own choices.

Starting Talents:
Peer (Own Clan), Psy Rating (1), Da Power of Waaagh!, Melee Proficiency (Primitive), Ranged Proficiency (Pistol, SP, Las).

Starting Traits:
‘Ard, Made Fer Fightin’, Make It Work, Might Makes Right, Mob Rule

Starting Equipment:
Good Quality Ramshackle Mono-Knife.
A Ramshackle Pistol of worth up to 80$$ and Scarce Availability.
A Ramshackle Primitive Melee weapon worth up to 100$$ and Scarce Availability and a Psy Focus or a Copper Channeling Rod.
Good Quality Leather Coat or Common Quality Flak Coat.
Microbead, a set of Street or Brightly Coloured Clothes, a Distinctive Hat, a necklace or fetish made of assorted bones, a ritual pouch with odd bitz, 2d5 x 5 $$.

Weirdboy

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