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Deveeral

Name
Deveeral
Class
Banshee
1
Species
Fleeter
Place of origin
Spindle
Languages
Spin, Rasp (phrases)
Hustle
Pilot
You drive caravans or captain ships for a living.
Advantage
You have advantage on MOV/drive/pilot checks.
Disadvantage
You have disadvantage on MOV/sneak checks:—you like to move fast!
Kin
High status
A high-ranking wetan mafioso. (underworld connections.).
Low status
Comms repair tinker.
Teloi
Vengeance
You fulfill your telos when you finally get back at the Bad Thing (whatever it is).

Class powers

Tack (Standard)
Open, close, or change the destination of a stiffworks. Costs and mechanics vary by the works. Open stiffworks remain open for 10 minutes per tack… usually. Some stiffworks may be retacked (i.e., their destinations changed), although this varies by type.
Dive (Standard)
The ship is on fire—you have to get your party through the stuck bulkhead before the O2 combusts! (Or whatever!) This is your big getaway power. Burn 6 GRT and make a MOV check: if you succeed, you and some or all of your party make it out safely. You can bring 1 +your level humanoid-sized beings along with you to safety, or burn an additional 6 GRT to bring one additional being beyond your limit. Small sapient beings (0.5-M tall/long) count for half a slot; large sapes (3-M tall/long) count double; small pets (cat/beagle-sized) are free. If you fail your MOV check, you alone get away but injure yourself for 2d6 HEA damage.
Jack (Standard)
Use, alter, or repair tech. Burn XY GRT, where X is the stratum (type) of tech (ranked 1–7, clank [medieval], bio [contemporary on-Spin], code [Ancient, Early Tephnian], force [High Tephnian], nano [Late Tephnian, Snakeman], bug [cryptocerid, heechee, mantid, mi-go], Escheresque) and Y is the level of complexity (ranked 1–6, simple, standard, complex, corporate, military, godlike). Thus, a force artifact of standard complexity costs 4 × 2 = 8 GRT to interact with. Once this cost has been paid, the artifact functions as designed, within reason. A laser (standard force) keeps firing until it runs out of juice, which is up to the GM to determine (e.g., d20 charges). Repowering requires access to the appropriate resources and an additional use of this power.
Reposition (Free)
You expertly case the chaos around you. Burn 6 GRT: you gain an extra d12 to use on any roll, going forward. This can be a dodge check, an attack, a damage roll—anything. You can use this d12 once, and it will go away; or you can instead use a d6 and, later, another d6; or a d4 and a d8; or three d4s, etc. The bonus rolls are entirely up to you. You can reposition, use the extra die, and immediately reposition again (paying another 6 GRT), even in the same round (if you are trying to dodge multiple lethal attacks, for example). But you can never hold more than one d12-worth of bonus dice at once.

Species powers

Company soul (Permanent)
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.

Weapons

Upholstery hammer
Damage
d4
Gun that shoots nails
Damage
Varies
Description
Not a nailgun. Area-of-effect weapon, cone-shaped: the damage deteriorates every 2 M: from 3d4 −3 damage (within 2 M), to 2d4 −2 (2–4 M), to d4 −1 (4–6 M), and finally to 1 (6–8 M).

Conditions

  • None.

Secret

You 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.

Gear

  • Perfect Environment Suit
  • Sample Collection Kit
  • 210 gl

Oddments and archaetech

Found oddment
Alien gravestone (of something powerful).