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Ulyana

Name
Ulyana
Class
Blooder
1
Species
Sleeper (Late Tephnii)
Place of origin
Great Tephnii
Languages
Spin, Late Tephnian
Hustle
Peasant
You are a normcore provincial farmer: each day, you complete a series of domestic tasks involving space butter and void cabbage, or something along those lines.
Advantage
You have advantage on CHA checks to blend in or get away without being noticed (not MOV/sneak checks).
Disadvantage
You have disadvantage on CHA/intimidate checks.
Kin
High status
A brutal Terran warlord. (Terran–political.).
Low status
Fast food worker.
Teloi
Conversion
You fulfill your telos when you convert someone to The Cause (whatever it is).

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.
Mirror (Passive)
Burn X GRT, minimum 1: your nanites hover around you, making it appear that you are somewhere you are not. This displacement gives you +X to all MOV/dodge checks for a number of rounds equal to your level × 2. You cannot turn this power off; it happens whenever you roll to dodge.
Boneless (Standard)
Burn 2X GRT: your nanites rearrange your body and belongings so that you can fit through tiny (but visible—not micro- or nano-scale) apertures like a melted baby snake for the next X minutes. As a slurry of molecules, it’s hard to even see you. This makes you hard to hit, except by things that would normally excel at hitting gray liquids (mops?), but it also prevents you from attacking unless by using the nanofluidics powers flechette or spew (below). Note, you can’t really hold any non-you stuff well enough to use charge. This power is great for escaping in a gross manner, or for setting up a surprise attack.
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.

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

Lawn darts AKA jarts
Damage
1
Description
Set of 4 darts.
Thin steel rod
Damage
d6
Description
Makes an acceptable mini-spear when one end is sharpened.
Rifle, modern, sniper
Damage
2d12
Description
Every round you spend aiming gives you a +1 to hit up to a maximum equal to half of your maxCOM, rounded down. Two-handed. Doubles as a club.

Conditions

  • None.

Secret

You desire a protégé. You may have someone in mind, or you may be waiting for the right individual to prove themselves... Or you might plan to steal a baby.

Gear

  • 160 gl

Oddments and archaetech

Found oddment
Strong rope made of the mane-hair of the last taigal umbravore of Ylanx.