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default - Level 1 Wetan Banshee

Vitals

COMd8 +1HEA20 / 20
MOVd10 +1GRT23 / 23
REAd12 DR 0
WILd8
CHAd4

Overview

Rank: Stillfleeter Minima Nonfactor, Subclass Petty −A

Class - Co. Pilot & Engineer

Your job is to open stiffworks (quantum gates connecting disparate points in timespaces), and to appraise and repair technologies discovered during the venture.

Species - Wetan

These large, spiny, insectoid beings trace their origins to the major province-world of Calayat. (Probably—some wetans believe Kakudun or even lost Nașudrūn to be the true Ur-Wetana.) Of all of the nonhuman sapients whom humanity has encountered, wetans are psychologically the most similar to the gregarious ape. For one, many “cricks” seem to love voidmining as much as adventurous humans.

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 - Algæneer

You breed and sell delicious algae to the Directorate for a living.
Advantage: You have advantage on checks related to non-sapient plants and gardening, and you can get into most areas of the Basilikon, no questions asked.
Disadvantage: You have disadvantage on checks related to bureaucracy, venture contracts, lying to your boss, etc.: everyone needs, but no one trusts such a vital cog in the great, venal machine of the Co.

Biography

Your family served the Archive in small, forgettable ways. You joined the Co. to matter more. Now you want to decide what gets remembered—and what quietly disappears.

Kin
  • A hulk-side corpse-hauler who refuses to enter ships that still feel awake.
  • A Senior Draadmijner.
Teloi
  • Conflict – You fulfill your teloswhen you choose to fight it out even if peace could have worked.
Presentation

People call me reckless. I call it ‘creative problem-solving under pressure.’

Secret
Tell No One

You are searching for the lover who abandoned you. When and where did you last seem them? What will you say to them when you find them?

Languages

Spin, Rasp

Powers

Marquee
Tack (Standard)

Open, close, or change the destination of a stiffworks. Costs and mechanics vary by the works. Open stiffworks remain open for 10 Minutess per tack… usually. Some stiffworks may be retacked (i.e., their destinations changed), although this varies by type.

Class
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.

  • ҂ Note: It is possible to heal informatic beings using this power at a 2 to 1 GRT to HEA cost. A pepper elf’s body is complex force tech (3 × 4), so a banshee can burn 12 GRT (the minimum required to interact effectively with the technology) in order to heal the pepper elf 6 HEA.
  • ҂ Bonus Item: Instead of a standard envirosuit, you begin play with a perfect environment suit that you have repaired. This allows you to safely operate in the void for 36 hours.
  • ҂ Bonus Item: you also begin play with a fannypack-sized sample collection kit.

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
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).

Pheromonal Language Speaker (Permanent)

Wetan is actually a family of so-called rasp-languages: it involves pheromonal and electrical signals that nonbugs can never fully understand. It is weakly mutually intelligible with other bug languages such as Cryptocerid (extinct), Mantish (on Terra), and Yuggothi (the language of the mi-go).

Big Spiky Hard-Shelled Bug (Permanent)

You gain a permanent bonus of +1 COM.

Advanced Powers Lists: communications

Gear

Voidguilders: 120 gl

Armor

None

Weapons
NameDamageRangeDescriptionTech
Unarmedd2-1 bio
Other
NameDescriptionTech
Perfect Environment SuitAllows you to safely operate in hazardous environments for 36 hours. Must be repaired whenever you suffer a cumulative 20 HEA damage in the hazardous environments.5 clank and 2 bio
Sample Collection KitTweezers, microscope, screwtop glass, and bend containers.1 clank
OddmentHexagonal viewing glass that shows natural scenes at random from an unknown habitable world.Unknown