stillfleet

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Welcome to the Team!

default - Level 1 Fleeter Witness

Vitals

COMd8 HEA14 / 14
MOVd6 GRT23 / 23
REAd10 +1DR 0
WILd6
CHAd12

Overview

Rank: Stillfleeter Minima Nonfactor, Subclass Petty −A

Class - Co. Diplomat & Anthropologist

Your job is to act as the point of contact with any sapient entities encountered during the venture, which may mean negotiating your way out of hostilities, and to write an accurate report of the venture for your refactor.

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 - Gambler

You recklessly spend money borrowed at a ridiculous interest rate. Tell the GM in secret to whom you owe a small fortune: a subdirector, a provincial governor, a Terran mafioso, or a mad ex-Archivist.
Advantage: You have advantage on all MOV checks.
Disadvantage: You have disadvantage on all WIL 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 Nanomothers’ pantry clerk deeply unsettled by maternal metaphors.
  • An Archivist–historian.
Teloi
  • Order – You fulfill your telos when you organize the group or fight to maintain that organization.
Presentation

If it glows, hums, or smells wrong, I’ve probably dismantled it already.

Secret
Tell No One

Once smoked the fabled Gharoudian Codex, a living "book" of fan-like fungal "pages" grown only in a three-room-blob section of the Archive called Little Kavaraat. This act was, of course, highly illegal and punishable by spacing (that is, death). Why did you do this? What did you learn? Does anyone know that you smoked an entire page of the Codex!?

Languages

Spin, Rasp (conversational)

Powers

Marquee
Smooth Over (Standard)

You can calmly smooth over misunderstandings—the kind that doom many planetside runs: burn 3 GRT for an easily remedied bad situation (difficulty 5 CHA check), 5 for a difficult one (difficulty 6), and 7 for a nearly impossible one (difficulty 7). Roll a CHA check. If you succeed, all works out (for now—you can always re-blunder). If you fail, roll another CHA check: success on this one means you haven’t made the situation worse; failure incites your interlocutors to attack immediately. In actual game play, this is arguably the single most useful class power!

  • ҂ Bonus Item: you begin play with a set of Archival travel pamphlets about one world of your choice; this gives you a one-time +4 on a REA or CHA check regarding this world. (You can choose the world well after character creation.)

Class
Conduct Ritual (Standard/hour/day)

You participate in an important local ritual: this could be a religious service, an election, a marriage, etc. The time requirement depends on the ritual but is typically one hour and never less than one round. It must be logically possible for you to lead this ritual. (You can bend but not break narrative logic here; GM’s discretion.) Burn X GRT and choose an effect:

  • ҂ Religious Rite (Standard) – Everyone involved except you gains 2X GRT. This GRT can stack beyond their normal limits.
  • ҂ Romantic Nudge/Ban (Hour) – A sapient person (not a beast or non-sapient machine) of X or lower level falls in or out of love with someone else. You have total control over the basic change in affect that you want to happen; you do not have total control over how this plays out for the nudged/banned individuals.
  • ҂ Political Event (Day) – You gain the loyalty and social capital of 100X locals for X days. They will do your bidding within reason, including fight for you. They will give up if faced with obviously superior firepower or numbers, however, unless you conduct a second ritual to steel their resolve.

Read (Standard)

Regardless of what you’re encountering, if it’s kinda humanoid at all, you can quickly get a good sense of who they are, what they want, and how to communicate with them. Burn 4 GRT and make a REA check: if you succeed, you establish lasting contact. If you fail, you establish some sort of contact but anger your new friends in doing so. The GM should raise the difficulty of the REA check to 7 if the entities you’re reading are already suspicious, or 9 if they are hostile.

Assess (Standard)

Burn 2 GRT. Choose one entity; this entity can represent the median characteristics of a group (a gang, a small army, etc.). By spending a round studying it, you gain a good idea about its general nature and likely powers. (In game terms, the GM tells you its level, species, and classes.) Assess does not let you read someone’s mind or automatically catch someone in a lie.

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.

Arkheion Access (Permanent)

You gain a permanent bonus of +1 REA.

Advanced Powers Lists: operations

Gear

Voidguilders: 305 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
Archival Tourist PamphletsProvides a one-time +4 on a REA or CHA check regarding a Province of your choice.1 clank
OddmentStrong rope made of the mane-hair of the last taigal umbravore of Ylanx.Unknown