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Welcome to the Team!

default - Level 1 Wetan Banshee

Vitals

COMd4 +1HEA18 / 18
MOVd12 +1GRT23 / 23
REAd10 DR 0
WILd8
CHAd8

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 - Gladiator

You fight in semi-licit street duels, on-Spin, or in major arenas before rapt audiences, in the provinces. Your stage name was Captain Crunchbone of the Colosseum
Advantage: You have advantage on damage rolls.
Disadvantage: You have disadvantage on all REA checks.

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 hell-science dropout carving timespace into gaming dice.
  • A Senior Draadmijner.
Teloi
  • Survival – You fulfill your telos when you protect yourself at all cost.
Presentation

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

Secret
Tell No One

Enjoy the fact that every single time you go out into the void, you might never return. You fully expect to die out there, and you probably give off that energy in an obvious way.

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.

Astrogate (Standard/Indefinite)

You can, with effort, actually pilot spacefaring vessels. Cost to command a vessel is based purely on its class (a combined 1–6 rating based on its size, complexity, and condition), with each point of vessel class costing 6 GRT. Burning this GRT grants you the ability to pilot or otherwise command the ship, within reason. (If the hyperdrive’s broke, it ain’t jumpin; mining vessels may not sport armament, etc.) While piloting, you are essentially stuck and unable to otherwise venture. You must pay the astrogation cost each time you chart a course into or out of a system, or each time the ship is damaged or upgraded. Doing anything with the ship other than moving from point A to B (firing weapons, scanning a mysterious craft, remotely salvaging damaged life support systems, etc.) requires relevant checks, typically REA or, in a dogfight, COM and MOV.

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: 160 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
OddmentOwl-like automaton.Unknown