Please Review this Resume

adjust Recruit More

Orlamma

Name
Orlamma
Class
Witness
1
Species
Fleeter
Place of origin
Spindle
Languages
Spin, Rasp (phrases)
Hustle
Teacher
You babysit children for a living.
Advantage
You have advantage on all REA or CHA checks (pick one) related to explaining things and learning new things yourself.
Disadvantage
You have disadvantage on WIL checks to resist the wiles of children, and on WIL checks to resist lashing out at misbehaving entities in general.
Kin
High status
An Archivist–historian. (provincial–cultural connections.).
Low status
Haberdasher.
Teloi
Loot
You fulfill your telos when you amass Crazy Awesome Stuff (whatever it is).

Class powers

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!
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: 1) Religious rite (standard) – Everyone involved except you gains 2X GRT. This GRT can stack beyond their normal limits. 2) 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. 3) 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 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

Teeth, someone else’s
Damage
d6+2
Description
You suffer a −1 penalty to CHA checks due to your rotting superteeth. These weaponized dentures have a 1 in 4 chance of infecting every non-informatic opponent bit by them with a horrible disease: they will die within d6 days unless they receive advanced biomedical or Weird aid. Foul smell.
Lawn darts AKA jarts
Damage
1
Description
Set of 2 darts.
Pistol, modern, Magnum
Damage
2d8
Description
0.44-caliber.

Conditions

  • None.

Secret

You were brought to Spindle as a child by a violet, many-limbed being that called itself "Malaki." It was always kind to you, but it claimed it was trading you to the Co. in exchange for something important. It told you never to seek it out...

Gear

  • a book or a set of pamphlets about a world of your choice
  • 190 gl

Oddments and archaetech

Found oddment
Hess trucks (or future version—starships) that can be remotely controlled.