Val	CHA	Cost	Roll	Notes
10	STR	0	11-	Lift 100 kg; 2d6 HTH Damage [2]
11	DEX	3	11-	OCV:  4/DCV:  4
10	CON	0	11-
11	BODY	2	11-
13	INT	3	12-	PER Roll 12-
14	EGO	8	12-	ECV:  5
10	PRE	0	11-	PRE Attack:  2d6
10	COM	0	11-

4	PD	2		Total:  4 PD (0 rPD)
2	ED	0		Total:  2 ED (0 rED)
3	SPD	9		Phases:  4, 8, 12
4	REC	0
20	END	0
25	STUN	4		Total Characteristic Cost:  31

Movement:	Running:	6"/12"
		Leaping:	2"/4"
		Swimming:	2"/4"

Cost	Powers & Skills
1	Fringe Benefit:  Weapon Permit (where appropriate)
4	Graboids Hunter:  Reputation (A medium-sized group) 14-, +2/+2d6
20	Bunker, Military Jeep:  Vehicles & Bases

15	+3 with Ranged Combat
8	Firearms: +4 vs. Hit Location modifiers with a tight group of attacks
6	AK: Perfection Valley 15-
3	Bugging 12-
3	Combat Driving 11-
3	Concealment 12-
3	Deduction 12-
5	Memo: 4 pound of C-4 might be a bit.... Excessive:  Demolitions 13-
3	Electronics 12-
5	KS: Geology of Perfection Valley 14-
6	KS: Graboids, Shriekers, Ass-Blasters 15-
3	Mechanics 12-
2	Navigation (Land) 12-
7	Security Systems 14-
3	Stealth 11-
4	Survival (Temperate/Subtropical, Desert) 12-
2	Systems Operation (Sonar) 12-
3	Tactics 12-
3	Tracking 12-
2	TF:  Common Motorized Ground Vehicles
3	WF:  Small Arms, Blades
2	Well, I Converted My Bb Gun To Full-Automatic By The Eight Grade:  Weaponsmith (Firearms) 12-

Total Powers & Skill Cost:  119
Total Cost:  150

75+	Disadvantages
0	Normal Characteristic Maxima
15	Psychological Limitation:  Doesn't trust the Government (Common, Strong)
15	Psychological Limitation:  Overkill Attitude (Common, Strong)
15	Psychological Limitation:  Paranoid (Common, Strong)
5	Social Limitation:  Always use paramilitary talk (Frequently, Minor, Not Limiting In Some Cultures)
25	Experience Points
150	Total Disadvantage Points
Burt Gummer

Background/History: Very little his known about Burt Gummer past. Although his gun expertise and paramilitary talk would suggest a military background, no evidence of this is available. What is known is that he and his wife Debra settled in Perfection Valley sometimes before the first Tremors movie. Obsessed with the possibility of WWIII and a nuclear holocaust, The Gummers spend years building a bunker and making preparation for the nuclear winter. During the first graboid attack, their underground bunker wasn't ideal and was totally destroyed. Burt at least had the satisfaction of killing the first Graboid with his own hands (well... gun). A the start of the second movie, Debra has left Burt, who apparently can't live without the idea of imminent destruction of the world. Earl calls him to Mexico, where Burt hunts Shriekers. Burt he's now considered a specialist of Graboids, and often travels around the world to help local populations get rid of their underground neighbors.

Personality/Motivation: Burt's serious. All the time. And he takes himself seriously. He always use clear, military-like sentences and often lose his friend with a lot of abbreviation and military lingo. He's extremely paranoid, and clearly has a compulsive-obsessive syndrome (who owns a boat in the middle of Nevada?). He also loves guns, a lot. The bigger, the better. He's also extremely cautious and will always be prepared. And he loves explosions.

Quote: "And THAT's why we're the top of the food chain!"

Powers/Tactics: Know your enemy. Know your surroundings. Be prepared. Deal with what you have. And bring a lot of guns.

Campaign Use: Burt Gummer he's at home in a Tremors game, but you could use him for a lot of other stuff. He'd be prefect in a heroic Zombie game. Or you could use him in a post-apocalyptic game, right after the blast, has a sort of helping figure.

Appearance: Medium build, small mustache, sunglasses, Atlanta Hawks baseball cap, tactical vest, combat boots. And guns.

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