default - Level 1 Wetan Witness
Vitals
| COM | d6 | HEA | 13 | |
| MOV | d6 +1 | GRT | 22 | |
| REA | d10 | DR | 0 | |
| WIL | d8 | |||
| CHA | d12 | |||
Overview
Rank: Stillfleeter Minima Nonfactor, Subclass Petty −A
Class - Co. Diplomat & Anthropologist
Your job is to act as the point of contact with any sapient entities encountered during the venture, which may mean negotiating your way out of hostilities, and to write an accurate report of the venture for your refactor.
Species - Wetan
These large, spiny, insectoid beings trace their origins to the major province-world of Calayat. (Probably—some wetans believe Kakudun or even lost Nașudrūn to be the true Ur-Wetana.) Of all of the nonhuman sapients whom humanity has encountered, wetans are psychologically the most similar to the gregarious ape. For one, many “cricks” seem to love voidmining as much as adventurous humans.
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 - Publican
You sell booze for a living. People like booze! But you like it, too—maybe too much.
Advantage: As long as a given situation is friendly, you have advantage on CHA checks.
Disadvantage: Whenever a situation turns hostile, you have disadvantage on WIL checks.
Biography
You were apprenticed young, dismissed younger, and spent years drifting between bunks and schemes. The Co. values people with nothing left. Your goal is simple: never be disposable again.
Kin
- A caravan cook grounded on-Spindle since the Tachquake, trading recipes and gossip with equal enthusiasm.
- A provincial artist of renown.
Teloi
- Power – You fulfill your telos when you amass control over others.
Presentation
I carry more debts than weapons, but both make people listen.
Secret
Tell No One
Killed a bad dude... who turned out to be connected. You are being watched. You owe these powerful watchers, whoever they are, something worth a life.
Languages
Spin, Rasp
Powers
Marquee
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!
- ҂ Bonus Item: you begin play with a set of Archival travel pamphlets about one world of your choice; this gives you a one-time +4 on a REA or CHA check regarding this world. (You can choose the world well after character creation.)
Class
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:
- ҂ Religious Rite (Standard) – Everyone involved except you gains 2X GRT. This GRT can stack beyond their normal limits.
- ҂ 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.
- ҂ 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.
Disarm (Standard)
You wink—and in a flash, snatch the maser right out of the isopodal nihiloid’s viselike claw! Burn 5 GRT: you disarm one opponent within 5 M. They cannot resist unless by using Weird powers.
Species
Arthropod (Permanent)
You gain a permanent bonus of +1 MOV.
Mandibles, Spiracles, etc (2 round)
You can metabolize a much greater range of chemicals than hominins, only a few of which are cognizable to them as “food”—from rotting fungusbark to human-urine energy shots. Whenever you encounter something possibly edible, make a WIL/resist world check. Take that result and roll as many d4s. For every resulting 4, you regain 1 point of pool, assigned to HEA or GRT as you like. (The GM gets final say on what things around you might be “edible,” but they should be generous!) Eating possible-food takes at least 20 seconds (two rounds).
Pheromonal Language Speaker (Permanent)
Wetan is actually a family of so-called rasp-languages: it involves pheromonal and electrical signals that nonbugs can never fully understand. It is weakly mutually intelligible with other bug languages such as Cryptocerid (extinct), Mantish (on Terra), and Yuggothi (the language of the mi-go).
Somnolent Sawharp Legs (Standard)
Burn 4X GRT and roll CHA; X targets roll WIL. For each target, if your result is equal to or greater than theirs, you put them into a light, trancelike sleep for maxCHA rounds, if they weren’t hostile (attacking you). To lull X hostile beings to sleep, burn 4X GRT and roll CHA; they resist with advantage (rolling WIL twice and taking the best result).
Advanced Powers Lists: communications
Gear
Voidguilders: 200 gl
Armor
None
Weapons
| Name | Damage | Range | Description | Tech |
|---|---|---|---|---|
| Unarmed | d2 | - | 1 bio |
Other
| Name | Description | Tech |
|---|---|---|
| Standard Environment Suit | Allows you to safely operate hazardous environments for 12 hours. Must be repaired whenever you suffer a cumulative 10 HEA damage in the hazardous environments. | 5 clank and 2 bio |
| Archival Tourist Pamphlets | Provides a one-time +4 on a REA or CHA check regarding a Province of your choice. | 1 clank |
| Oddment | Owl-like automaton. | Unknown |