Antique Seven Broker
- Name
- Antique Seven Broker
- Class
- Banshee
- 1
- Species
- Wetan
- Place of origin
- Spindle
- Languages
- Spin, Chessenais
- Hustle
- Dentist
- You torture faces to make them more beautiful for a living.
- Advantage
- You have advantage on checks to remain calm, and you play mini-spingolph with several subdirectors regularly.
- Disadvantage
- You have disadvantage on CHA/seduce checks.
- Kin
- High status
- A Senior Draadmijner (banshee guild-boss, silent J). (Archival connections.).
- Low status
- Distiller.
- Teloi
- Chaos
- You fulfill your telos when you make a big change in the situation just to see what will happen.
Scores
- COM
- d8
- MOV
- d6+1
- REA
- d6
- WIL
- d12
- CHA
- d10
Pool
- Health (HEA)
- 15
- Grit (GRT)
- 13
Class powers
-
Tack
(Standard)
- Open, close, or change the destination of a stiffworks. Costs and mechanics vary by the works. Open stiffworks remain open for 10 minutes per tack… usually. Some stiffworks may be retacked (i.e., their destinations changed), although this varies by type.
-
Dive
(Standard)
- The ship is on fire—you have to get your party through the stuck bulkhead before the O2 combusts! (Or whatever!) This is your big getaway power. Burn 6 GRT and make a MOV check: if you succeed, you and some or all of your party make it out safely. You can bring 1 +your level humanoid-sized beings along with you to safety, or burn an additional 6 GRT to bring one additional being beyond your limit. Small sapient beings (0.5-M tall/long) count for half a slot; large sapes (3-M tall/long) count double; small pets (cat/beagle-sized) are free. If you fail your MOV check, you alone get away but injure yourself for 2d6 HEA damage.
-
Jack
(Standard)
- Use, alter, or repair tech. Burn XY GRT, where X is the stratum (type) of tech (ranked 1–7, clank [medieval], bio [contemporary on-Spin], code [Ancient, Early Tephnian], force [High Tephnian], nano [Late Tephnian, Snakeman], bug [cryptocerid, heechee, mantid, mi-go], Escheresque) and Y is the level of complexity (ranked 1–6, simple, standard, complex, corporate, military, godlike). Thus, a force artifact of standard complexity costs 4 × 2 = 8 GRT to interact with. Once this cost has been paid, the artifact functions as designed, within reason. A laser (standard force) keeps firing until it runs out of juice, which is up to the GM to determine (e.g., d20 charges). Repowering requires access to the appropriate resources and an additional use of this power.
-
Reposition
(Free)
- You expertly case the chaos around you. Burn 6 GRT: you gain an extra d12 to use on any roll, going forward. This can be a dodge check, an attack, a damage roll—anything. You can use this d12 once, and it will go away; or you can instead use a d6 and, later, another d6; or a d4 and a d8; or three d4s, etc. The bonus rolls are entirely up to you. You can reposition, use the extra die, and immediately reposition again (paying another 6 GRT), even in the same round (if you are trying to dodge multiple lethal attacks, for example). But you can never hold more than one d12-worth of bonus dice at once.
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).
-
Somnolent sawharp legs
(Standard)
- Burn 4X GRT and roll CHA; X targets roll WIL. For each target, if your result is equal to or greater than theirs, you put them into a light, trancelike sleep for maxCHA rounds, if they weren’t hostile (attacking you). To lull X hostile beings to sleep, burn 4X GRT and roll CHA; they resist with advantage (rolling WIL twice and taking the best result).
Weapons
- Butter knife
- Damage
- d2
- Pistol, modern, derringer
- Damage
- 2d3
- Description
- 0.41-caliber.
Armor
- DR
- 2
- Armor
- Riot gear
Conditions
- None.
Secret
You desire a protégé. You may have someone in mind, or you may be waiting for the right individual to prove themselves... Or you might plan to steal a baby.
Gear
- Perfect Environment Suit
- Sample Collection Kit
- 220 gl
Oddments and archaetech
- Found oddment
- “Fairy snails” (floating xeno-molluscs), 4, that can be tossed safely as per the common wetan game.