default - Level 1 Fleeter Banshee
Vitals
| COM | d8 | HEA | 18 | |
| MOV | d10 | GRT | 23 | |
| REA | d12 +1 | DR | 0 | |
| WIL | d4 | |||
| CHA | d8 | |||
Overview
Rank: Stillfleeter Minima Nonfactor, Subclass Petty −A
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 - Fleeter
You spell it with a capital F. You are a space-born human. You claim to be immune to the voidpanic that grips other inhabitants of the vacuum, but in reality, you are merely better at faking calm.
Origin - Spindle
At some point in time your ancestors moved to Spindle permanently, and unlike first and second generation immigrants, you no longer identify with your home world.
Hustle - Bookie
You take money from gambling addicts for a living.
Advantage: You have advantage on all checks related to money, and you know all the best watering holes in the Canteen.
Disadvantage: You have disadvantage on all checks related to the Co., official scrutiny, your refactors’ opinions, etc.: no one trusts you with more than gambling.
Biography
You grew up in the Near Bays, sharing air, bunks, and rumors. When the stiffworks reopened, you signed on as expendable labor. Now you want off-Spindle—rich, famous, or erased, you don’t care which.
Kin
- A Tephnian shard-polisher who dreams exclusively in red geometry.
- A Senior Draadmijner.
Teloi
- Laughs – You fulfill your telos when you pull a really stupid move because it’s so damn hilarious.
Presentation
I never met a hulk I didn’t want to touch. Some of them fight back.
Secret
Tell No One
Have a secret higher-dimensional pet or friend (even you are not entirely sure how intelligent it is) that follows you everywhere and gives you sound advice. No one else can detect this entity, and you can't "see" it, exactly. But you are (fairly) sure it's real. Do you ever mention it? When did it appear?
Languages
Spin, Rasp (conversational)
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.
Astrogate (Standard/Indefinite)
You can, with effort, actually pilot spacefaring vessels. Cost to command a vessel is based purely on its class (a combined 1–6 rating based on its size, complexity, and condition), with each point of vessel class costing 6 GRT. Burning this GRT grants you the ability to pilot or otherwise command the ship, within reason. (If the hyperdrive’s broke, it ain’t jumpin; mining vessels may not sport armament, etc.) While piloting, you are essentially stuck and unable to otherwise venture. You must pay the astrogation cost each time you chart a course into or out of a system, or each time the ship is damaged or upgraded. Doing anything with the ship other than moving from point A to B (firing weapons, scanning a mysterious craft, remotely salvaging damaged life support systems, etc.) requires relevant checks, typically REA or, in a dogfight, COM and MOV.
Species
Company Soul (Item)
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.
Arkheion Access (Permanent)
You gain a permanent bonus of +1 REA.
Advanced Powers Lists: communications
Gear
Voidguilders: 245 gl
Armor
None
Weapons
| Name | Damage | Range | Description | Tech |
|---|---|---|---|---|
| Unarmed | d2 | - | 1 bio |
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 |
| Single Elderly Rain Crow | Using his intra-perineal pressure-sensitive coriolis gland, this gray pterodactyl can accurately predict storms, when you are in a coastal region of Terra. Alas, he cannot communicate with you other than by loosing an unbearably irritating sequence of squawks or by shitting on the floor (unless you contact him using Weird powers). He is, however, loyal unto death. COM d6−1 (age), MOV d6−1 (age), REA d2 (age), WIL d4+1 (age), CHA d2 (age), HEA 10, GRT 6, DR 0, can stab with his for 1 damage but will not do so unless cornered and frightened, no powers other than flight and accurate weather forecasting. | Unknown |