Vitals
| COM | d8 | HEA | 20 | |
| MOV | d12 | GRT | 22 | |
| REA | d10 | DR | 0 | |
| WIL | d6 +1 | |||
| CHA | d6 | |||
Overview
Class - Co. Pilot & Engineer
Your job is to open stiffworks (quantum gates connecting disparate points in timespaces), and to appraise and repair technologies discovered during the venture.
Species - Provincial
The people of the various worlds seeded by the Ancients, the Tephnians, the Co., H.Co., the Snakemen, and even by the other provinces share one thing in common: they are neither “truly” ur-humans in the way that Terrans believe themselves to be, nor are they “truly” spaceborn in the way that Fleeters see themselves—as the inheritors of three centuries of tacking, archiving, and deciphering the secrets of a once richly connected cosmos. Some provincials resent this outsider status within the Co.; others embrace it, using it as fuel to push themselves out among the hulks and climb the ladders of the Directorate.
Origin
Not Implemented Fully
Powers
Marquee
Tack (Standard)
Open, close, or change the destination of a stiffworks. Costs and mechanics vary by the works. Open stiffworks remain open for 10 Minutess per tack… usually. Some stiffworks may be retacked (i.e., their destinations changed), although this varies by type.
Class
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.
- ҂ Note: It is possible to heal informatic beings using this power at a 2 to 1 GRT to HEA cost. A pepper elf’s body is complex force tech (3 × 4), so a banshee can burn 12 GRT (the minimum required to interact effectively with the technology) in order to heal the pepper elf 6 HEA.
- ҂ Bonus Item: Instead of a standard envirosuit, you begin play with a perfect environment suit that you have repaired. This allows you to safely operate in the void for 36 hours.
- ҂ Bonus Item: you also begin play with a fannypack-sized sample collection kit.
Interface (Standard)
Burn d10 GRT to tap into any comm system (any code-stratum archaetech), or to communicate with any AI or otherwise informatic being. Using this power requires no roll, and it obviates the need to spend copious GRT on jack.
Species
Subject of empire (Permanent)
You gain a permanent bonus of +1 WIL.
Advanced Powers Lists: communications
Gear
Voidguilders: 120 gl
Armor
None
Weapons
None
Other
| Name | Description | Tech |
|---|---|---|
| Perfect Environment Suit | Allows you to safely operate in hazardous environments for 36 hours. Must be repaired whenever you suffer a cumulative 20 HEA damage in the hazardous environments. | 5 clank and 2 bio |
| Sample Collection Kit | Tweezers, microscope, screwtop glass, and bend containers. | 1 clank |