stillfleet

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Welcome to the Team!

default - Level 1 Fleeter Banshee

Vitals

COMd8 HEA20 / 20
MOVd12 GRT22 / 22
REAd10 DR 0
WILd6
CHAd6 +1

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 - 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 - Publican

You sell booze for a living. People like booze! But you like it, too—maybe too much.
Advantage: As long as a given situation is friendly, you have advantage on CHA checks.
Disadvantage: Whenever a situation turns hostile, you have disadvantage on WIL 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 Far Bays ghost-cartographer mapping doors that close behind explorers.
  • A Senior Draadmijner.
Teloi
  • Deception – You fulfill your telos when you lie successfully and importantly.
Presentation

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

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 (conversational)

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
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: 245 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
OddmentDepleted energon coils (capable of powering a starship) that look like metal toast (that is, like junk).Unknown