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Wellander

Name
Wellander
Class
Stillrijder
1
Species
Fleeter
Place of origin
Spindle
Languages
Spin, Rasp (phrases)
Hustle
Behemoth hunter
You stalk and blow up deranged warmachines in the provinces for a living.
Advantage
You have advantage on all COM checks when fighting warmachines, including mechs and drones.
Disadvantage
You have disadvantage on all REA, WIL, and CHA checks when within 1 km or 1 hour's travel of a known warmachine: you need to get that job done immediately.
Kin
High status
A subdirector. (Co. connections.).
Low status
Basilikon clerk (i.e., refactor or equivalent officer in Acq, Lot, Pant, etc.).
Teloi
Loot
You fulfill your telos when you amass Crazy Awesome Stuff (whatever it is).

Class powers

Exosuit (Item)
You have a suit of powered, archaetech marine armor—an incomplete exosuit. Describe it! Sketch it! It is priceless, if missing a few parts…Your exosuit counts as a perfect environment suit, allowing you to safely operate in the void for 36 hours. It is also bulky, causing you to have a −2 penalty to all non-dodge MOV checks—including drive/pilot, sneak, and run—while wearing it. This penalty does not apply to initiative or pool recovery rolls. In addition, each archaetech exosuit is variously well-armored: indefinitely set aside X GRT up to 4; you lose this GRT, permanently. Your exosuit gains damage reduction X. If you stop wearing your exosuit for 24 hours, you can regain the set-aside GRT normally through rest, drugs, a pir’s regenerate power, or other means. As soon as you get back into your suit, you lose X GRT again. You can’t turn this power off, once set: your bioelectric energy powers some of the suit’s core functions.
Double tap (Standard)
You are a trained soldier: instead of a normal attack, you may burn 4 GRT and attack twice on the same initiative. You cannot take two non-attack standard actions or move more than 5 M, just attack.
Fight (Passive)
Your unarmed combat damage is now dCOM instead of d2. You can use dCOM for the damage of any non-archaetech melee weapon, including unarmed attacks
Daze (Standard)
You attack as usual, but if you hit, you stun your target for one round instead of dealing HEA damage. In addition, your target now suffers −2 to all rolls for the duration of the combat. This power can be used cumulatively.
Scanner (Free)
Choose an intelligent or mechanical target, burn d8 GRT, and make a CHA check. If you pass, you learn the HEA and GRT pool of your target, its level, and any hidden weaknesses. If intelligent, your target rolls WIL to contest your CHA roll. If their result is equal to or lower than yours, you also scan their surface thoughts (no repressed memories).

Species powers

Company soul (Permanent)
You gain +125 voidguilders at character creation.
Modern (Permanent)
You gain a +1 bonus on rolls related to clank-, code-, or force-stratum tech.
Voidborn (Permanent)
Whenever the GM requires you to roll a WIL check because something in space is scary, you gain a +1 to the roll and don’t appear as phased as non-Fleeter characters. This does not apply to Escheresque nausea.
Arkheion access (Permanent)
You gain a permanent bonus of +1 REA.

Weapons

Unarmed
Damage
dCOM
Description
(via the power "Fight")
Butter knife
Damage
d2
Rifle, jezail
Damage
2d12
Description
0.75-caliber, long-barreled. After you have attacked once, you must spend one round reloading. Two-handed. Doubles as a club.

Conditions

  • Your maxGRT is reduced by your exosuit DR (eg. 4) until you have been out of the suit for at least 24 hours.

Secret

You desire revenge against a single person who did you a terrible wrong. What did they do to cause the vivid nightmares that haunt you? What is your plan to get revenge?

Gear

  • 200 gl

Oddments and archaetech

Found oddment
Strong rope made of the mane-hair of the last taigal umbravore of Ylanx.