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Welcome to the Team!

default - Level 1 Conscript Razi

Vitals

COMd4 HEA12
MOVd8 GRT23
REAd12 DR 0
WILd10 +1
CHAd8

Overview

Rank: Stillfleeter Minima Nonfactor, Subclass Petty −A

Class - Co. Exoplanetary Ranger

Your job is to use your knowledge of exoplanets and specialist military training to complete the venture as contracted, and to protect the venture’s acting factor, banshee, witness, and other voidminers in that order of importance.

Species - Conscript

What it means to be human in the current era is a matter of much debate, but even though most definitions would apply to you, the Co. does not legally recognize you as human. As such, it is legal for them to conscript you into service for the Co. against your will.

Origin - Terra

You were born in a part of Terra controlled by non-humans. As a result, you are considered just as much a xeno as they are. You were dragged into the void against your will after Co. "recruiters" saw potential in you.

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.

Biography

Your childhood passed on Terra, among relic-scraps and warnings not to touch. A Co. recruiter noticed your talent for surviving mistakes. You joined to escape the past. Your goal is to learn what Terra still remembers.

Kin
  • A former servant dismissed by a director, cautious, observant, and quietly furious at authority.
  • An infamous black-market chandler specializing in exotic exoplanetary flora and fauna.
Teloi
  • Melancholy – You fulfill your telos when you give in to your stupid feelings and it really shows.
Presentation

People call me reckless. I call it ‘creative problem-solving under pressure.’

Secret
Tell No One

You are obsessed with advanced technology: what secrets does the Archive possess? So what if some technology was "existentially dangerous!?" Other technology allowed the Ancients and Tephnians to enjoy holographic games, space travel, even emoji!

Languages

Spin, Mantish, Tharn

Powers

Marquee
Track (Standard/Day)

You work to either follow the trail of a single entity, or locate any single entity of interest, sans clues. An entity can be a specific person or a non-specific location. Burn 3 GRT for an easy target (clues exist, and the thing you are trying to track is not hiding from you), 5 for a difficult target (clues don’t exist, or the target is hiding from you), and 7 for a near-impossible one (clues don’t exist, and the target is hiding from you). Roll a REA check; if you succeed, you succeed. If not, you find something else interesting instead. (GMs, roll a random encounter; the razi is automatically undetected by whatever they find.) You can burn more GRT and try tracking your target again tomorrow.
N.B., track is the physical equivalent of the pir’s augury: You can track down anything within reason, planetside. Hulkside, you can use this power, but only if some minimal clue exists; also, GRT costs are doubled (6 for a non-hiding target; 10 for a hiding one).

Class
Perfect Shot (Free)

Your called shot deals an additional amount of damage equal to your level, and you can make two called-shot attacks per round, although you still must pay the grit cost for each. At 10th level, you can make three called shots in the same round, paying for each. Note, you can make a backstab a called shot, but you may still only make one backstab, when you have surprise, after two rounds (one round to aim, one to attack).

Tame (Standard/Day)

You work to either tame an alien creature or to find and then tame one.

  • ҂ If you’re already near an alien beast (not an intelligent being—meaning something with a REA score of d2 or 1), you can burn 2 GRT as a standard power to calm it so that at least it won’t eat you. You may then burn 8 additional GRT and spend the rest of the day working with it, in several hour-long stretches, to make it your loyal pet.
  • ҂ If you are not already near a beast, you can burn 2 GRT and spend 3d4 hours searching to find a beast to tame. Taming it requires an additional 8 GRT and another hour of hard work.
  • ҂ This power works planetside and hulkside, but hulkside “beasts” are often so dangerous that this power has little effect other than to momentarily distract them. (GM’s discretion—the point is, you can’t have a pet xenoglade.)

Slay (Free)

When you successfully hit a target, you can burn 5 GRT and roll dCOM again: if you get a 6 or higher, you can choose to kill the target outright. If you slay more than one opponent per day, make a dWIL check: if you fail to get a 6 or higher, you lose 20 −dWIL GRT and are visibly shaken.

Species
Earthlings Never Give Up (Permanent)

You gain a permanent bonus of +1 WIL.

Corrupted Psyker Neurome (Standard)

Burn d6 GRT and roll CHA. Your target rolls WIL. If your result is equal to or greater than theirs, you quickly read their thoughts or establish communication (if this being is distant, resistant, alien, extradimensional, etc.). You have a migraine for at least an hour and are not happy. You may use this power a number of times per day equal to your level +2.

Advanced Powers Lists: tactics

Gear

Voidguilders: 180 gl

Armor

None

Weapons
NameDamageRangeDescriptionTech
Unarmedd2-1 bio
Other
NameDescriptionTech
Standard Environment SuitAllows 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
OddmentStalwart shield of Tmab the Drunk, whom you haven’t heard of.Unknown