default - Level 1 Fleeter Stillrijder
Vitals
| COM | d4 | HEA | 12 / 12 | |
| MOV | d8 | GRT | 22 / 19 | |
| REA | d12 | DR (Exosuit) | 3 | |
| WIL | d10 | |||
| CHA | d8 +1 | |||
Overview
Rank: Stillfleeter Minima Nonfactor, Subclass Petty −A
Class - Co. Commando
Your job is to protect the acting factor, banshee, and witness in order to complete the venture as contracted, and then to protect the other voidminers.
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 - Reverend
You sell uplifting stories about metaphysics for a living.
Advantage: You have advantage on CHA checks related to storytelling.
Disadvantage: You have disadvantage on WIL/resist other checks in the presence of any materially powerful force such as a cthulhicate.
Biography
You grew up in the Near Bays, sharing air, bunks, and rumors. When the stiffworks reopened, you signed on as expendable labor. Now you want off-Spindle—rich, famous, or erased, you don’t care which.
Kin
- A low-ranking Co. porter convinced you’re already historical.
- A subdirector.
Teloi
- Inertia – You fulfill your telos when you avoid having to act or make an important choice at all.
Presentation
If it glows, hums, or smells wrong, I’ve probably dismantled it already.
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 (conversational)
Powers
Marquee
Exosuit (Item)
You have a suit of powered, archaetech marine armor—an incomplete exosuit. Describe it! Sketch it! It is priceless, if missing a few parts…
- ҂ Your exosuit counts as a perfect environment suit, allowing you to safely operate in the void for 36 hours.
- ҂ It is also bulky, causing you to have a −2 penalty to all non-dodge MOV checks—including drive/pilot, sneak, and run—while wearing it. This penalty does not apply to initiative or pool recovery rolls.
- ҂ In addition, each archaetech exosuit is variously well-armored. Your exosuit gains damage reduction 3. If you stop wearing your exosuit for 24 hours, you can regain the set-aside GRT normally through rest, drugs, a pir’s regenerate power, or other means. As soon as you get back into your suit, you lose 3 GRT again. You can’t turn this power off, once set: your bioelectric energy powers some of the suit’s core functions.
Class
Double tap (Standard)
You are a trained soldier: instead of a normal attack, you may burn 4 GRT and attack twice on the same initiative. You cannot take two non-attack standard actions or move more than 5 M, just attack.
Fight (Passive)
Your unarmed combat damage is now dCOM instead of d2. You can use dCOM for the damage of any non-archaetech melee weapon, including unarmed attacks.
Train (Passive)
Every level, choose one type of weapon in which to train. This type must be fairly specific (for the purposes of this power, a katana is different from a straight longsword) but is not specific to an individual physical weapon. Whenever you attack with a weapon in which you are trained, you may burn 5 GRT, before rolling to hit, to roll twice, taking the higher result. This power stacks with other forms of advantage.
- Trained Weapons:
- ҂ Longbows
Exosuit
Anti-Orgone Cladding (Free)
Whenever you become the target of the hell science, if you get a WIL roll to resist, you may burn 2 GRT to gain +2 to that roll. If you don’t get to resist, you may burn 5 GRT to gain such a roll.
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: tactics
Gear
Voidguilders: 305 gl
Armor
| Name | DR | Description | Tech |
|---|---|---|---|
| Exosuit | 3 | An archaetech relic powered by your bioelectic energy which comes with a number of plug-in functions. It is bulky and imposes a -2 penalty to all non-dodge MOV checks. Allows 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. Reduces max GRT by three while equipped. | 5 clank |
Weapons
| Name | Damage | Range | Description | Tech |
|---|---|---|---|---|
| Unarmed | d4 | - | 1 bio |