Reep
- Name
- Reep
- Class
- Factor
- 1
- Species
- Provincial (Tyhari)
- Place of origin
- Tyharin
- Languages
- Spin, Galactic
- Hustle
- ‘Avvenger
- You find and sell antique bits and bobs for a living.
- Advantage
- You have advantage on WIL/perceive checks while in technoruins, including hulks and Spindle but not the "wild" of the Escheresque.
- Disadvantage
- You have disadvantage on WIL/perceive checks in primarily organic environments.
- Kin
- High status
- A subdirector. (espionage connections.).
- Low status
- Underschool teacher.
- Teloi
- Inertia
- You fulfill your telos when you avoid having to act or make an important choice at all.
Scores
- COM
- d10
- MOV
- d12
- REA
- d8
- WIL
- d6+1
- CHA
- d6
Pool
- Health (HEA)
- 22
- Grit (GRT)
- 15
Class powers
-
Command
(Standard)
- Burn 5 GRT and give a non-suicidal command to someone who understands you; that person must act upon the command. This is not a Weird power, however, and thus can be overruled by the hell science.
-
Dispense
(2 Round)
- You use a powerful portable medigadget you have leased from the Archive to treat a wound. Burn 3 GRT: you recover or someone else recovers 3 +your level HEA and feels much better, thanks to drugs. You can also use this medigadget to synthesize chemicals: once per session, you can burn 3 GRT and spend d8 hours to manufacture street drugs worth 2d20 × your level gl, on-Spin, or 3d30 × your level, on the provinces. Dispense can be used on someone with 0 HEA: in this case, the person receiving healing wakes up, groggy and weak, and can act.
-
Detect
(Standard)
- Burn 3 GRT and call bullshit on something someone said: the GM must tell you if that something is a lie. This can’t counteract mind control; it just represents thinking deeply and trusting a gut instinct.
-
‘Avvenge
(Hour)
- Burn 3X GRT, consult your notes, and search for X hours: you discover an archaetech object of complexity level X (ranked 1–6, simple, standard, complex, corporate, military, godlike). This can be exactly the item the group needed. You can also reduce the time required by spending more GRT; each additional point shaves off 15 minutes from the search.
Species powers
-
Provincial Homeworld: Tyharin
(Permanent)
- Another world unbound from time, Tyharin is at once on the periphery of an advanced human space empire and, in the Co.’s “present,” a ghostly remnant of that empire, with few inhabitants. You speak Spin and Galactic. Because you come from a time-shifting world, you are immune to Escheresque nausea and other biological problems caused by odd physics. (You are not immune to full-blown Escheresque events, however. See “Patterns.”)
-
Subject of empire
(Permanent)
- You gain a permanent bonus of +1 WIL.
Weapons
- Thin steel rod
- Damage
- d6
- Description
- Makes an acceptable mini-spear when one end is sharpened.
- Large chef’s knife
- Damage
- d4
- Pistol, modern, derringer
- Damage
- 2d3
- Description
- 0.41-caliber.
Armor
- DR
- 1
- Armor
- Tupperware lids stitched together
Conditions
- None.
Secret
You were orphaned and have always sought parent-figures. Maybe one of the other venturers with you fits the bill? What are you shopping for in a parent?
Gear
- Medigadget (leased from Co.)
- 130 gl
Oddments and archaetech
- Found oddment
- Kavaraaq madoquan: a cat-sized “climbing horse” with eight legs tipped in claws instead of hooves.