stillfleet

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Welcome to the Team!

default - Level 1 Wetan Pir

Vitals

COMd8 HEA13 / 13
MOVd4 +1GRT22 / 22
REAd12 DR 0
WILd10
CHAd8

Overview

Rank: Stillfleeter Minima Nonfactor, Subclass Petty −A

Class - Co. Scholar & Doctor

Your job is to use your specialist scientific knowledge to complete the venture as contracted, and to heal any wounded voidminers.

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 - 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.

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 Darasan snow-hauler stranded on-Spindle who still checks the sky for falling ships.
  • A provincial ecclesiarch of renown.
Teloi
  • Knowledge – You fulfill your telos when you learn The True Facts (about whatever).
Presentation

I remember the Tachquake. Everything after that is just… rearranged chaos.

Secret
Tell No One

Met the Redactor. You... can't remember why this is so unbelievably important.

Languages

Spin, Rasp

Powers

Marquee
Heal (Standard)

You practice trauma medicine, using your training and a small kit of advanced medi-gewgaws. Burn X GRT and treat a person, you or someone else: that person regains X +your level HEA. Healing also cures bleed, burn, stun, and other non-Weird conditions. Heal can be used on someone with 0 HEA: in this case, the person receiving healing wakes up, groggy and weak, and can act. In any given 24-hour period, heal can only be used on the same person twice (whether by you or you and another healer).

  • ҂ Bonus Item: you begin play with a doctor’s bag and some useful medicines: either d8 gunch hit or d6 stimtenyl strips, your choice.
  • ҂ Bonus Item: you also begin play with a fannypack-sized sample collection kit.

Class
Ætherspeak (Standard)

Burn X GRT, minimum 2: you connect X minds together telepathically for your level +X minutes. These minds can communicate regardless of language and substrate (neurons vs. silicon wafers, e.g.). They needn’t be fully sapient, but they must be sentient. (I.e., you can get a sense of what a velociraptor is thinking—although that “conversation” will feel extremely chaotic—but you can’t talk to a piece of steel rebar.)

Augur (Delayed/Standard)

Burn 10 −dREA GRT, minimum 2, and 1 HEA: ask any answerable (short) question. At the end of the round, after everyone else in initiative has acted, the nameless things whom you contacted reply with the answer. This answer may be vague, depending on the question, but will not be malicious, a lie, or incomplete.

Bioengineer (Day)

You can, with proper lab equipment and some serious tools (typically, on-Spin), conduct advanced bioengineering experiments. You don’t really know what you’re doing, of course, but you’re learning rapidly… This power has four steps:

  • 1) First, declare your rough intention: e.g., make that jackal Scanadow slightly sneakier by making her express the genes for body-silencing micro-hairs. Or: make Dug Dug Nine the cloned assassin stronger. Or: make it possible for a wetan to have a baby with a human. Based on your intention, the GM sets difficulty, which must be a number equal to or greater than 12.
  • 2) Second, roll REA and add your level × 2. This is the number you use to determine your bioengineering results. You must reach the difficulty set by the GM, or else you fail.
  • 3) Third, burn this much GRT, regardless of success.
  • 4) Fourth, check the list below and talk with the GM about the final result, which is permanent. Describe the result in garish sci-fi terms. Note, there is always some result! Even if you fail, you permanently change your subject’s body in some way.

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).

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).

Advanced Powers Lists: communications

Gear

Voidguilders: 180 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
Doctor's BagA somewhat cumbersome bend bag containing simple diagnostics tools and compartments for any medicines you keep on yourself.2 clank
Sample Collection KitTweezers, microscope, screwtop glass, and bend containers.1 clank
Gunch Hits, (6)“Gunch” or “wanch” is a street drug—a class of highly addictive, synthetic opioids that affect all biological sapients. One hit of gunch heals d6 HEA. Every time you use gunch, you face a 1 in 10 chance of becoming addicted. If you become addicted, you must use gunch every day or suffer 20 −dWIL GRT damage per day. After d6 days sober, you suffer d6 HEA damage as well. This withdrawal period ends after 25 −dWIL days.2 bio
OddmentPorcelain vase that converts water into honey very slowly (over d4 weeks).Unknown