Marginal Seed Mangler
- Name
- Marginal Seed Mangler
- Class
- Razi
- 1
- Species
- Wetan
- Place of origin
- Kakudun
- Languages
- Spin, Ku-Wetan
- Hustle
- Peasant
- You are a normcore provincial farmer: each day, you complete a series of domestic tasks involving space butter and void cabbage, or something along those lines.
- Advantage
- You have advantage on CHA checks to blend in or get away without being noticed (not MOV/sneak checks).
- Disadvantage
- You have disadvantage on CHA/intimidate checks.
- Kin
- High status
- An infamous black-market chandler specializing in exotic exoplanetary flora. (Provincial–political.).
- Low status
- Barrister.
- Teloi
- Penance
- You fulfill your telos when you truly put yourself in harm’s way in order to improve yourself.
Scores
- COM
- d6
- MOV
- d8+1
- REA
- d12
- WIL
- d10
- CHA
- d6
Pool
- Health (HEA)
- 15
- Grit (GRT)
- 22
Class powers
- Track (Standard/day)
- You work to either follow the trail of a single entity, or locate any single entity of interest, sans clues. An entity can be a specific person or a non-specific location. Burn 3 GRT for an easy target (clues exist, and the thing you are trying to track is not hiding from you), 5 for a difficult target (clues don’t exist, or the target is hiding from you), and 7 for a near-impossible one (clues don’t exist, and the target is hiding from you). Roll a REA check; if you succeed, you succeed. If not, you find something else interesting instead. (GMs, roll a random encounter; the razi is automatically undetected by whatever they find.) You can burn more GRT and try tracking your target again tomorrow.
- Perfect shot (Free)
- Your called shot deals an additional amount of damage equal to your level, and you can make two called-shot attacks per round, although you still must pay the grit cost for each. At 10th level, you can make three called shots in the same round, paying for each. Note, you can make a backstab a called shot (see below), but you may still only make one backstab, when you have surprise, after two rounds (one round to aim, one to attack).
- Tame (Standard/Day)
- You work to either tame an alien creature or to find and then tame one. If you’re already near an alien beast (not an intelligent being—meaning something with a REA score of d2 or 1), you can burn 2 GRT as a standard power to calm it so that at least it won’t eat you. You may then burn 8 additional GRT and spend the rest of the day working with it, in several hour-long stretches, to make it your loyal pet. If you are not already near a beast, you can burn 2 GRT and spend 3d4 hours searching to find a beast to tame. Taming it requires an additional 8 GRT and another hour of hard work. This power works planetside and hulkside, but hulkside “beasts” are often so dangerous that this power has little effect other than to momentarily distract them. (GM’s discretion—the point is, you can’t have a pet xenoglade.)
- ‘Avvenge (Hour)
- Burn 3X GRT, consult your notes, and search for X hours: you discover an archaetech object of complexity level X (ranked 1–6, simple, standard, complex, corporate, military, godlike). This can be exactly the item the group needed. You can also reduce the time required by spending more GRT; each additional point shaves off 15 minutes from the search.
Species powers
- Arthropod (Permanent)
- You gain a permanent bonus of +1 MOV.
- Mandibles, spiracles, etc (2 round)
- You can metabolize a much greater range of chemicals than hominins, only a few of which are cognizable to them as “food”—from rotting fungusbark to human-urine energy shots. Whenever you encounter something possibly edible, make a WIL/resist world check. Take that result and roll as many d4s. For every resulting 4, you regain 1 point of pool, assigned to HEA or GRT as you like. (The GM gets final say on what things around you might be “edible,” but they should be generous!) Eating possible-food takes at least 20 seconds (two rounds).
- Chemoelectric sense and sensibility (Permanent)
- You gain a bonus of +4 on rolls related to bug-stratum archaetech.
Weapons
- Slingshot
- Damage
- d4
- Description
- With 5 stones.
- Rifle, modern, small-caliber
- Damage
- 2d6
- Description
- 0.22-caliber. Two-handed. Doubles as a club.
Armor
- DR
- 2
- Armor
- Provincial livery, fancy
Conditions
- None.
Secret
You stole the identity of someone else on-Spin. The Directorate may or may not know about this. Identity theft is punishable by spacing (death).
Gear
- 160 gl
Oddments and archaetech
- Found oddment
- Compass-like comm that always points toward Terra.