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Heidy

Name
Heidy
Class
Blooder
1
Species
Sleeper (Ancient Terra)
Place of origin
Ancient Terra
Languages
Spin, Uricone
Hustle
Bookie
You take money from gambling addicts for a living.
Advantage
You have advantage on all checks related to money, and you know all the best watering holes in the Canteen.
Disadvantage
You have disadvantage on all checks related to the Co., official scrutiny, your refactors’ opinions, etc.: no one trusts you with more than gambling.
Kin
High status
A shady but well-supplied ex-Archivist. (underworld connections.).
Low status
Eater of the Dead (gendarme).
Teloi
Order
You fulfill your telos when you organize the group or fight to maintain that organization.

Class powers

Control nanofluids (Varies)
Your blood is infused with the Blood, capital B—the liquid suspension of nanites possessed ubiquitously during Late Tephnian civilization. The Blood acts according to your will, resculpting your body to give you insane powers but also making you… kind of insane. Choose 3 initial nanofluidics powers. Every subsequent level, you can choose 1 more nanofluidics power in addition to 1 other advanced power.
Overcharge (Free)
You can will your Blood nanites to do crazy things that are bad for them and you, and everything around you. When you overcharge, burn 8 +X GRT, minimum 1: add X to your initiative, dCOM checks, and damage rolls for the next X rounds. In addition, your offensive nanofluidics powers deal +2X damage. Every time you overcharge, make a WIL check: if you fail, you must act in some inappropriately over-serious way on your primary passion (your telos). This can put you or your comrades at risk; it doesn’t matter.
Wear the world’s skin (Standard)
Burn 3d4 GRT: for the following number of rounds equal to your level +1, your form becomes monstrous, red, varicose, and grotesque, and your powers shift: your unarmed attacks now deals dCOM or dMOV damage, whichever is higher. You gain +2 DR. You automatically intimidate all non-blooders who fail a WIL check. In addition, as a free action, you can regenerate 1 HEA per round per level by burning 2 GRT.
Endure (Passive)
When you reach 0 HEA, if you have any GRT left, you don’t become prone. You can keep fighting until you win and don’t have to fight any more—at which point you immediately fall prone, exhausted—or you run out of GRT and die.
Reconfig (Standard)
Burn 6 GRT: your Blood changes your flesh in whatever way you desire. You can grow much larger or smaller (down to child size), change your face to mimic someone else’s, or appear horrifying in order to intimidate a superstitious enemy. This effect lasts 24 hours but can be extended indefinitely by burning another 6 GRT.
Flechette (Standard)
Burn 2 GRT: you shoot an intense hail of tiny, charged nanite-arrows at a target. You gain +2 to hit on the attack roll, and the resulting damage is 2d6. If you spend an additional 4 GRT after successfully hitting your target, you do an additional d6 damage. Using this power makes your skin itch intensely.
Limb (Standard)
Burn X GRT: you shoot out a hand or even a head as a “satellite” to independently fight or otherwise act for you. This power lasts for the subsequent X +your level rounds. Your head can speak and hear; your hands can attack normally or manipulate small objects. Your Blood uses nanotubules to maintain efficient contact among your parts, and you don’t “feel” separated. You do feel nauseous afterward.

Species powers

Cannibal (Standard)
You may wolf down roughly 1 Kg of human flesh to regain d6 HEA. If you do, make a REA check: success has no effect; failure makes you feel emotions and lose d6 GRT.
Enhanced (Permanent)
You gain permanent bonuses of +1 COM, +1 MOV, and +1 REA.
Insane (Permanent)
Your WIL is d4. Play this up! You have no common sense, and you don’t pay much attention to what’s going on around you, lost in a fog of memory.
Open mind (Standard)
You may burn 4 GRT to communicate with any being—intelligent or not, biological or informatic—for one minute. If you do so, the ancient things beyond time and space see you and send one minor “emissary” (bhaykee, starspawn, etc.) to “meet you” within 24 hours.
Remember (Standard)
Burn d6 GRT; you wrack your brain and recall some immediately useful detail, e.g., concerning archaetech. You also recall lots of painful things that you then obsess over for hours.

Weapons

Hatchet, covered in dried alien blood
Damage
d4+1
Description
Glows in the dark. Worthless until scrubbed (although it stops glowing after).
Shotgun, shot
Damage
2d6
Description
Hits targets within a 30-M long, 1-M wide cone. Two-handed. If you shoot one-handed, you suffer a −1 to hit. Doubles as a club.

Conditions

  • None.

Secret

You can't imagine any future in which the Co. does not emerge victorious over its enemies. The Directorate is not perfect, but the Archive is humanity's most constant source of knowledge—and best hope for avoiding extinction. You would be hard-pressed not to sell out any traitor to the Co.

Gear

  • 140 gl

Oddments and archaetech

Found oddment
Terrier-like organism (a motile fungus) that loves to wallow in mud.