default - Level 1 Fleeter Witness
Vitals
| COM | d6 | HEA | 12 / 12 | |
| MOV | d6 | GRT | 23 / 23 | |
| REA | d10 | DR | 0 | |
| WIL | d8 | |||
| CHA | d12 +1 | |||
Overview
Rank: Stillfleeter Minima Nonfactor, Subclass Petty −A
Class - Co. Diplomat & Anthropologist
Your job is to act as the point of contact with any sapient entities encountered during the venture, which may mean negotiating your way out of hostilities, and to write an accurate report of the venture for your refactor.
Species - Fleeter
You spell it with a capital F. You are a space-born human. You claim to be immune to the voidpanic that grips other inhabitants of the vacuum, but in reality, you are merely better at faking calm.
Origin - Spindle
At some point in time your ancestors moved to Spindle permanently, and unlike first and second generation immigrants, you no longer identify with your home world.
Hustle - Pilot
You drive caravans or captain ships for a living.
Advantage: You have advantage on MOV/drive/pilot checks.
Disadvantage: You have disadvantage on MOV/sneak checks:—you like to move fast!
Biography
You grew up hearing stories of the stars during the Tachquake, when no one could leave. When the gates reopened, you volunteered immediately. You’re chasing the light of a sun you’ve never seen.
Kin
- A hulk-grown feral teen learning Spin from hazard labels.
- An Archivist–historian.
Teloi
- Care – You fulfill your teloswhen you help someone else in need.
Presentation
I’m mostly harmless, except to anyone who underestimates the void.
Secret
Tell No One
Were orphaned and have always sought parent-figures. Maybe one of the other venturers with you fits the bill? What are you shopping for in a parent?
Languages
Spin, Rasp (conversational)
Powers
Marquee
Smooth Over (Standard)
You can calmly smooth over misunderstandings—the kind that doom many planetside runs: burn 3 GRT for an easily remedied bad situation (difficulty 5 CHA check), 5 for a difficult one (difficulty 6), and 7 for a nearly impossible one (difficulty 7). Roll a CHA check. If you succeed, all works out (for now—you can always re-blunder). If you fail, roll another CHA check: success on this one means you haven’t made the situation worse; failure incites your interlocutors to attack immediately. In actual game play, this is arguably the single most useful class power!
- ҂ Bonus Item: you begin play with a set of Archival travel pamphlets about one world of your choice; this gives you a one-time +4 on a REA or CHA check regarding this world. (You can choose the world well after character creation.)
Class
Conduct Ritual (Standard/hour/day)
You participate in an important local ritual: this could be a religious service, an election, a marriage, etc. The time requirement depends on the ritual but is typically one hour and never less than one round. It must be logically possible for you to lead this ritual. (You can bend but not break narrative logic here; GM’s discretion.) Burn X GRT and choose an effect:
- ҂ Religious Rite (Standard) – Everyone involved except you gains 2X GRT. This GRT can stack beyond their normal limits.
- ҂ Romantic Nudge/Ban (Hour) – A sapient person (not a beast or non-sapient machine) of X or lower level falls in or out of love with someone else. You have total control over the basic change in affect that you want to happen; you do not have total control over how this plays out for the nudged/banned individuals.
- ҂ Political Event (Day) – You gain the loyalty and social capital of 100X locals for X days. They will do your bidding within reason, including fight for you. They will give up if faced with obviously superior firepower or numbers, however, unless you conduct a second ritual to steel their resolve.
Read (Standard)
Regardless of what you’re encountering, if it’s kinda humanoid at all, you can quickly get a good sense of who they are, what they want, and how to communicate with them. Burn 4 GRT and make a REA check: if you succeed, you establish lasting contact. If you fail, you establish some sort of contact but anger your new friends in doing so. The GM should raise the difficulty of the REA check to 7 if the entities you’re reading are already suspicious, or 9 if they are hostile.
Disarm (Standard)
You wink—and in a flash, snatch the maser right out of the isopodal nihiloid’s viselike claw! Burn 5 GRT: you disarm one opponent within 5 M. They cannot resist unless by using Weird powers.
Species
Company Soul (Item)
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.
Cosmopolitan Style (Permanent)
You gain a permanent bonus of +1 CHA.
Advanced Powers Lists: communications
Gear
Voidguilders: 325 gl
Armor
None
Weapons
| Name | Damage | Range | Description | Tech |
|---|---|---|---|---|
| Unarmed | d2 | - | 1 bio |
Other
| Name | Description | Tech |
|---|---|---|
| Standard Environment Suit | Allows you to safely operate hazardous environments for 12 hours. Must be repaired whenever you suffer a cumulative 10 HEA damage in the hazardous environments. | 5 clank and 2 bio |
| Archival Tourist Pamphlets | Provides a one-time +4 on a REA or CHA check regarding a Province of your choice. | 1 clank |
| Oddment | Ancient FBI file on “UFOs” (mi-go) with very accurate data. | Unknown |