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default - Level 1 Conscript Tremulant

Vitals

COMd4 +1HEA13 / 13
MOVd8 GRT26 / 26
REAd10 DR 0
WILd12
CHAd8

Overview

Rank: Stillfleeter Minima Nonfactor, Subclass Petty −A

Class - Co. Hell Scientist

You were trained as a Co. hell scientist, tortured for years by the Archivists in order to allow you to control the Weird.

Species - Conscript

What it means to be human in the current era is a matter of much debate, but even though most definitions would apply to you, the Co. does not legally recognize you as human. As such, it is legal for them to conscript you into service for the Co. against your will.

Origin - Terra

You were born in a part of Terra controlled by non-humans. As a result, you are considered just as much a xeno as they are. You were dragged into the void against your will after Co. "recruiters" saw potential in you.

Hustle - ‘Ulkdiver

You are first into the dark, first down the deep, first to take, first to run...
Advantage: You have advantage on WIL/perceive checks to see danger or MOV/run checks to run from it.
Disadvantage: You have disadvantage on WIL checks to resist moving forward, and to resist lies regarding possible troves of riches (“quests,” side deals with refactors, etc.).

Biography

You were apprenticed young, dismissed younger, and spent years drifting between bunks and schemes. The Co. values people with nothing left. Your goal is simple: never be disposable again.

Kin
  • A black-market chromer who replaces limbs cheaply and asks no questions afterward.
  • A powerful mutant xeno-animal/plant with whom you can communicate telepathically at no cost.
Teloi
  • Conversion – You fulfill your telos when you convert someone to The Cause (whatever it is).
Presentation

I speak three dialects of Spin and one language the machines invented themselves.

Weird Flaw

Bright blue mucous constantly drips from a facial orifice of your choice.

Secret
Tell No One

You are searching for your lost sibling. When and where did you last see them? Do you think your refactor has some clue as to their whereabouts? Why is the Co. holding this information from you? Why did you part on poor terms with this belovèd sibling?

Languages

Spin, Laturan

Powers

Marquee
Control Hell Science (Varies)

Thanks to excruciating years of that terrible esoteric training called the “hell science” by the Archivists, you can control the Weird. You begin play with 3 hell science powers, all from the same path. Each time you gain a level, you can gain 2 more hell science powers, of which at least one must be on your path. Almost all hell science powers cost relatively large amounts of GRT to use. Using a hell science power requires a few seconds of concentration. The psyonic equivalent of COM is REA, unless otherwise stated. When you psychically attack someone, your opponent rolls WIL instead of MOV to resist (to mentally “dodge”). N.B., most people tend to be very suspicious of other people who can bend timespace simply by thinking.

Class
Drain (10 Minutes)

Once per day, you can drain your dWIL +your level GRT from another sapient within 3 M. This sapient does not feel anything; their GRT simply flows to you. This takes ten minutes and does not require a quiet environment. If you and your target are separated before ten minutes pass, you only regain half the GRT, rounded up.

Memorize (10 Minutes/free)

In addition to weaving the Weird in real-time, you may prepare hell science powers in advance by “memorizing” them in order to unleash them later. To memorize a power, set aside the grit that it costs; this GRT is permanently unavailable to you until you use it, after which you may recover it normally. Memorizing a power takes ten minutes (at least); casting a memorized power is always a free action, regardless of the listed casting time. This means that, at a high GRT cost, you can use more than one hell science power per round.

Feel Weird (Standard)

If you suspect someone is using the hell science or near you (or on you!), you may take a few moments, burn 2 GRT, and call for a WIL/perceive check: if you make the check, you learn some general information about the nature of the Weirdness happening currently. You don’t necessarily learn who is causing this Weirdness, but you learn what is going on, in broad terms.

Species
Corrupted Psyker Neurome (Standard)

Burn d6 GRT and roll CHA. Your target rolls WIL. If your result is equal to or greater than theirs, you quickly read their thoughts or establish communication (if this being is distant, resistant, alien, extradimensional, etc.). You have a migraine for at least an hour and are not happy. You may use this power a number of times per day equal to your level +2.

Outworld Brute (Permanent)

You gain a permanent bonus of +1 COM.

Hell Science
Fray (Standard)

Burn d20 GRT: you generate an antidimensional bivector knife… This means you create an invisible, massless, tool roughly the size of a sheet of paper that can slice through dimensions, reducing their complexity. The bivector knife is only detectable by advanced force technologies (the bivector knife massively distorts gravity). The knife is dangerous to anyone you toss it at, to all of the physical dimensions around that target, and to you. And to literally everything in the universe. When you throw it as an attack, roll COM as usual; your target rolls MOV to dodge. If you hit, your target becomes two-dimensional and can no longer affect you in any way (unless you are also two-dimensional, in which case you are both normal with regard to each other). If you miss, the space around your target becomes two-dimensional. You and your target must both flee or become two-dimensional next round. The bivector knife, once generated, cannot be destroyed except by using a Black Gate power to hurl it into a distant locus (although any things or people there will be fucked). There is no way to re-dimensionalize frayed entities.

Diminish (Standard)

Burn 9 GRT: you change the local laws of physics, effectively and safely shrinking yourself down to the size of a rat, mosquito, or bacterium (your choice) for an hour. You may burn an additional 2X GRT to shrink down X additional targets. If they are willing, no roll is required; if they are unwilling, they roll WIL to resist your CHA. You may burn an additional 3Y GRT to extend the diminishment another Y hours. If you are the size of a bacterium, you can enter an organism or machine. You cannot physically affect your host, but you can use hell science powers as normal (unless they require you to take a physical action that you cannot take at your diminished scale).

Expand (Standard)

Burn 11 or 23 GRT: you change the local laws of physics, effectively growing yourself up to the size of a 8-M tall giant (11 GRT) or 40-M tall colossus (23 GRT) for one hour. As a giant, your COM is d20, and your unarmed damage is 2d20. You suffer a −6 to dodge. Your HEA is unaffected, however, since you must pump blood harder, and your organs are slowly collapsing in on themselves. You can throw vehicles and punch through walls. As a colossus, your COM is d100, and your unarmed damage is 2d100. You cannot dodge ordinary attacks, but you also take no damage from them. You roll your normal dodge against naval laser cannons, drones, missiles, etc. Your HEA is also halved, rounded up, as your organs rapidly decay and asphyxiate due to inefficient oxygen transport (or slowed electron transport, if you are an informatic being). To be clear, a knife is an ordinary attack; a grenade is not. As a colossus, you cannot dodge; you simply take no damage from the knife and ordinary damage from the grenade. Being a colossus lets you hurl spaceships and broken-in-half skyscrapers, etc.

Advanced Powers Lists: immerphysics

Hell Science Path: The Sky That Crawls

Gear

Voidguilders: 200 gl

Armor

None

Weapons
NameDamageRangeDescriptionTech
Unarmedd2-1 bio
Other
NameDescriptionTech
Standard Environment SuitAllows 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
OddmentHuge belt that says GRAVEDIGGER.Unknown