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default - Level 1 Wetan Cherub

Vitals

COMd6 HEA13 / 13
MOVd6 +1GRT22 / 22
REAd10 DR 0
WILd12
CHAd8

Overview

Rank: Stillfleeter Minima Nonfactor, Subclass Petty −A

Class - Co. Saboteur & Demolitionist

You never recieved systemic technical training like a Banshee, but that only makes you better at breaking and repurposing things. Your job is breach barriers, bypass technological infrastructure, and destroy the assets of enemies of the Co.

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 - Hell Paladyn

You seek out and “slay”—perhaps on behalf of the Directorate, the Archive, or another powerful group— dangerous xenos, cthulhicate intruders, time travelers, Escheresque entities, and/or political rabblerousers.
Advantage: You have advantage on all rolls related to your chosen type of “dæmon.”
Disadvantage: You have disadvantage on rolls related to normal civic order: paying taxes, finding food to eat, not offending everyone around you… When in doubt in a non-void setting, you have disadvantage.

Biography

You grew up among traders, smugglers, and half-legal deals, learning which risks paid. The Co. formalized your instincts. You’re aiming to control a route, a gate, or a secret no one can bypass.

Kin
  • A watchman on the poorest Flats corridor, exhausted, underpaid, and still stubbornly ethical.
  • A provincial ecclesiarch of renown.
Teloi
  • Penance – You fulfill your telos when you truly put yourself in harm’s way in order to improve yourself.
Presentation

I don’t believe in fate. I believe in properly timed explosions.

Secret
Tell No One

Killed a bad dude... who turned out to be connected. You are being watched. You owe these powerful watchers, whoever they are, something worth a life.

Languages

Spin, Rasp

Powers

Marquee
Sabotage (Standard)

You can cause any device to fail or function in a way that wasn’t intended. Find and touch a currently operational device and burn 2XY GRT −your level (minimum 1), where X is the type of tech and Y is the level of complexity. Name an effect when someone activates or interacts with the technology (e.g., the switch doesn’t change the tracks, turning it on makes it spark and fail). For 3XY GRT −your level, the sabotage cannot be traced back to you, or you give the device an effect that causes 2d20 damage. Devices do not gain additional capabilities (i.e., you can’t make a knife explode like a grenade when gripped).

Class
Improvise Explosive (10 Minutes)

Your knowledge of explosive components and chemicals means you can always find something that goes boom. Burn 4 GRT and roll dREA:

  • ҂ If your result is 1–3, you create 1 unstable incendiary – When detonated, it inflicts d6 damage plus burn d2 on all targets in a 5-M radius; if the holder moves, they must make a MOV check; if they fail, it ignites and harms them.
  • ҂ If you roll a 4–9, you create d2 stable incendiaries – Each inflicts d6 damage plus burn d2 on all targets in a 5-M radius.
  • ҂ If you roll a 9 or better, you create d4 explosives – Each inflicts d20 damage on all targets in a 5-M radius OR causes all targets in the radius to suffer −6 to all rolls for 4 rounds (think flashbang).

Set Trap (Item/Standard)

This power can be useful to make a device to watch your back. Burn 2 GRT, sacrifice one melee or ranged weapon, and describe how the trap is sprung (tripwire, pressure, etc., subject to GM review). This trap will fire once, make a great deal of noise, and deal damage with disadvantage. You can recover the weapon by burning 4 GRT and spending 2 rounds fixing it.

Tight Spaces (Passive)

You can wedge yourself into narrow alleys, vents, and all manner of holes. You can’t reconfigure your body/mass as with a nanofluidics or hell science power, but your incredible flexibility and agility let you move through holes. You move in these spaces at a rate of dMOV meters per round.

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: espionage

Gear

Voidguilders: 200 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
Cryptocerid “tarot deck” of PheromonesThis set of thirty matching, tear-shaped onyx vials was some sort of game, religious relic, sexual apparatus, or combination of these to the earth’s legendary, long-extinct god-bugs. Now, it’s just a set of really foul-smelling liquids that, if spritzed in an underground environment on Terra, will immediately attract a large number of blind albino rock-eating megapedes.Unknown