default - Level 1 Wetan Seraat
Vitals
| COM | d8 | HEA | 13 / 13 | |
| MOV | d4 +1 | GRT | 22 / 22 | |
| REA | d8 | DR | 0 | |
| WIL | d12 | |||
| CHA | d10 | |||
Overview
Rank: Stillfleeter Minima Nonfactor, Subclass Petty −A
Class - Co. Bruiser
An exosuit makes an individual a living tank... but the Co. didn't trust you with one of those. Instead, you rely on viciousness and speed to win fights. Your job is to remove threats to the venture's completion. By any means necessary.
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 - Translator
You convert one form of language into another for a living.
Advantage: You have advantage on REA and CHA checks related to code-stratum tech.
Disadvantage: But your head is always thinking someone else’s thoughts. You have disadvantage on REA and CHA checks to write your own work, to tell your own stories.
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 Pala monsoon courier who navigates Spindle by airflow and old instinct.
- A brutal Terran warlord.
Teloi
- Conflict – You fulfill your teloswhen you choose to fight it out even if peace could have worked.
Presentation
I never sit when there’s work to do—or mischief to cause.
Secret
Tell No One
Were abandoned by your last crew, the crew you trained with. You still hear their voices at times. You just wish you knew whether they left you out of negligence, malice, or for some good reason.
Languages
Spin, Rasp
Powers
Marquee
Hit First... (Standard)
Burn 4 GRT to act first in initiative in the first 2 rounds. At level 5, you go first in every round. At level 10, the power becomes permanent and you always go first without spending GRT.
Class
Defenestrate (Standard)
You grab someone and toss them out of a window, shove them into a closet, or otherwise temporarily remove them from the fight. Burn 5X GRT and select a target you could reasonably grapple. The target takes no damage but is removed from combat for X rounds, no matter how implausible. During this time, the target of this power is not a valid target for any non-Weird actions (including attacks) or any Weird actions that require line of sight.
Fight (Passive)
Your unarmed combat damage is now dCOM instead of d2.
Nasty Surprise (Passive)
People might get the drop on you, but they pay dearly for it. Any time you are ambushed or discovered and attacked while sneaking, you gain 1 free attack that you must take against the aggressor after their attack. Note: defenestrate counts as an attack for this purpose.
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).
Chemoelectric Sense and Sensibility (Permanent)
You gain a bonus of +4 on rolls related to bug-stratum archaetech.
Advanced Powers Lists: tactics
Gear
Voidguilders: 220 gl
Armor
None
Weapons
| Name | Damage | Range | Description | Tech |
|---|---|---|---|---|
| Unarmed | d8 | - | 1 bio |
Other
| Name | Description | Tech |
|---|---|---|
| Standard Environment Suit | Allows 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 |
| The Rukh’s Resolving Lamentation | An unbreakable metal sphere, 3-cm in diameter, that hums in a distinctly human timbre when struck. Its origin and function are unknown but almost certainly spectacular. | Unknown |