Draanarax
- Name
- Draanarax
- Class
- Pir
- 1
- Species
- Pepper elf
- Place of origin
- Guildship 315
- Languages
- Spin, Elf Machina
- Hustle
- Teacher
- You babysit children for a living.
- Advantage
- You have advantage on all REA or CHA checks (pick one) related to explaining things and learning new things yourself.
- Disadvantage
- You have disadvantage on WIL checks to resist the wiles of children, and on WIL checks to resist lashing out at misbehaving entities in general.
- Kin
- High status
- An Archivist–physician. (Archival connections.).
- Low status
- Natural philosopher.
- Teloi
- Knowledge
- You fulfill your telos when you learn The True Facts (about whatever).
Scores
- COM
- d10
- MOV
- d8
- REA
- d6+1
- WIL
- d6
- CHA
- d12
Pool
- Health (HEA)
- 18
- Grit (GRT)
- 13
Class powers
- Heal (Standard)
- You practice trauma medicine, using your training and a small kit of advanced medi-gewgaws. Burn X GRT and treat a person, you or someone else: that person regains X +your level HEA. Healing also cures bleed, burn, stun, and other non-Weird conditions. Heal can be used on someone with 0 HEA: in this case, the person receiving healing wakes up, groggy and weak, and can act. In any given 24-hour period, heal can only be used on the same person twice (whether by you or you and another healer).
- Listen (Hour)
- You practice psychology and can help someone relieve stress: at no cost other than time, one person, not you, regains your dCHA +your level GRT. This requires a relatively safe environment (a quiet room-blob, empty saloon, office). Listening only works once per day on the same person, but you can listen to up to three people per day.
- Augur (Delayed/Standard)
- Burn 10 −dREA GRT, minimum 2, and 1 HEA: ask any answerable (short) question. At the end of the round, after everyone else in initiative has acted, the nameless things whom you contacted reply with the answer. This answer may be vague, depending on the question, but will not be malicious, a lie, or incomplete.
- Find clue (Standard/once per session)
- Once per venture, you find something useful, plot-wise. This takes at least some brief searching. You can find a clue regarding whichever plot you want, but you should make your choice clear to the GM. This clue is much more specific than knowledge gleaned from the Archive: you don’t necessarily understand the bigger picture, but you know what you need to do next.
Species powers
- Environmental resistance (Permanent)
- You are informatic. You don’t have to breathe air, and you can withstand the wild temperature and pressure swings of the vacuum. You cannot survive strong acid, lava, astral hydrogen plasma, etc., any more than any other species.
- Rationally designed (Permanent)
- You gain a permanent bonus of +1 REA.
- Black crustallone skyn (Permanent)
- You have damage reduction (DR) 3 from non-force weapons, but you make everyone slightly afraid all the time (−1 to relevant CHA rolls).
Weapons
- Butter knife
- Damage
- d2
- Rifle, modern, large-caliber
- Damage
- 2d8
- Description
- 0.38-caliber. Two-handed. Doubles as a club.
Armor
- DR
- 1
- Armor
- Icehockey pads and jersey
Conditions
- None.
Secret
You once smoked the fabled Gharoudian Codex, a living "book" of fan-like fungal "pages" grown only in a three-room-blob section of the Archive called Little Kavaraat. This act was, of course, highly illegal and punishable by spacing (that is, death). Why did you do this? What did you learn? Does anyone know that you smoked an entire page of the Codex!?
Gear
- Doctor's bag with useful medicines
- Sample collection kit
- 6 stimtenyl strips
- 180 gl
Oddments and archaetech
- Found oddment
- The Sustaining Fluid: you gain +4 HEA permanently, but you faintly reek of urine all of the time.