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Mohammed

Name
Mohammed
Class
Blooder
1
Species
Sleeper (Ancient Terra)
Place of origin
Ancient Terra
Languages
Spin, Uricone
Hustle
Gambler
You recklessly spend money borrowed at a ridiculous interest rate. Tell the GM in secret to whom you owe a small fortune: a subdirector, a provincial governor, a Terran mafioso, or a mad ex-Archivist.
Advantage
You have advantage on all MOV checks.
Disadvantage
You have disadvantage on all WIL checks.
Kin
High status
A brutal Terran warlord. (underworld connections.).
Low status
Distiller.
Teloi
Laughs
You fulfill your telos when you pull a really stupid move because it’s so damn hilarious.

Class powers

Control nanofluids (Varies)
Your blood is infused with the Blood, capital B—the liquid suspension of nanites possessed ubiquitously during Late Tephnian civilization. The Blood acts according to your will, resculpting your body to give you insane powers but also making you… kind of insane. Choose 3 initial nanofluidics powers. Every subsequent level, you can choose 1 more nanofluidics power in addition to 1 other advanced power.
Overcharge (Free)
You can will your Blood nanites to do crazy things that are bad for them and you, and everything around you. When you overcharge, burn 8 +X GRT, minimum 1: add X to your initiative, dCOM checks, and damage rolls for the next X rounds. In addition, your offensive nanofluidics powers deal +2X damage. Every time you overcharge, make a WIL check: if you fail, you must act in some inappropriately over-serious way on your primary passion (your telos). This can put you or your comrades at risk; it doesn’t matter.
Rage (Free)
At any point during combat, you can burn 6 GRT to lower your MOV die by one type and raise your COM die by one type for a number of rounds equal to your level. You can do this immediately before rolling to attack or dodge, but not immediately after. (I.e., if you attack by rolling a d10, you can’t burn 6 GRT to try again using a d12.) If you have d12 COM, it becomes d20 while raging.
Consume (Standard)
Your nanite-infused Blood hungers for literal flesh, but only flesh patterned by intelligence: you can eat biological material derived from other sapients (flesh, blood, ground bone) to repower yourself. Devouring 0.5 Kg of biomaterial restores dWIL GRT. You can eat up to 2 Kg per day before becoming sick and suffering d4 HEA damage.
Lend (Standard)
Burn Xd4 GRT: you send off one arm (or other articulated limb) to bond with and aid an ally. This limb raises your ally’s COM and MOV dice by one type for the next X rounds. This is an intimate encounter: after borrowing your limb, your ally feels physically close to you.
Devour (Standard)
Burn 4 GRT: your nanites flee your body and convert nearby matter into biological material for your body. Inorganic materials give you d4 HEA; other biological materials give you d8 HEA. You may use this power a number of times per day equal to your level +2 before you are full.
Mirror (Passive)
Burn X GRT, minimum 1: your nanites hover around you, making it appear that you are somewhere you are not. This displacement gives you +X to all MOV/dodge checks for a number of rounds equal to your level × 2. You cannot turn this power off; it happens whenever you roll to dodge.

Species powers

Cannibal (Standard)
You may wolf down roughly 1 Kg of human flesh to regain d6 HEA. If you do, make a REA check: success has no effect; failure makes you feel emotions and lose d6 GRT.
Enhanced (Permanent)
You gain permanent bonuses of +1 COM, +1 MOV, and +1 REA.
Insane (Permanent)
Your WIL is d4. Play this up! You have no common sense, and you don’t pay much attention to what’s going on around you, lost in a fog of memory.
Open mind (Standard)
You may burn 4 GRT to communicate with any being—intelligent or not, biological or informatic—for one minute. If you do so, the ancient things beyond time and space see you and send one minor “emissary” (bhaykee, starspawn, etc.) to “meet you” within 24 hours.
Remember (Standard)
Burn d6 GRT; you wrack your brain and recall some immediately useful detail, e.g., concerning archaetech. You also recall lots of painful things that you then obsess over for hours.

Weapons

Large chef’s knife
Damage
d4
Upholstery hammer
Damage
d4
Musket
Damage
2d10
Description
0.5–0.9-caliber, smoothbore. After you have attacked once, you must spend one round reloading. Two-handed. Doubles as a club.

Conditions

  • None.

Secret

You almost died when your first refactor sent you on a solo training mission that was far above your proverbial pay grade. Was it a suicide mission, assigned as an act of revenge? If so, why? What did you see out there? How did you make it back to Spindle alive?

Gear

  • 120 gl

Oddments and archaetech

Found oddment
Keys to a palace’s basement…