default - Level 1 Provincial Razi
Vitals
| COM | d8 | HEA | 16 / 16 | |
| MOV | d8 | GRT | 22 / 22 | |
| REA | d10 | DR | 0 | |
| WIL | d12 | |||
| CHA | d4 +1 | |||
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 - 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 - Calarash
You are from the war-torn but wealthy world of Calarash. Perhaps you are seeking a fortune, or maybe just seeking peace.
Hustle - Leech
You treat people’s illnesses, physical or mental, for a living.
Advantage: You have double advantage on checks related to treating lung damage from bad air and dust.
Disadvantage: You have disadvantage on all COM checks.
Biography
You grew up hearing stories of the stars during the Tachquake, when no one could leave. When the gates reopened, you volunteered immediately. You’re chasing the light of a sun you’ve never seen.
Kin
- A younger sibling working dock detail in the Near Bays, quick to laugh, quicker to brawl, loudly proud of your Co. badge.
- An infamous black-market chandler specializing in exotic exoplanetary flora and fauna.
Teloi
- Care – You fulfill your teloswhen you help someone else in need.
Presentation
I never met a hulk I didn’t want to touch. Some of them fight back.
Secret
Tell No One
You are searching for your lost sibling. When and where did you last see them? Do you think your refactor has some clue as to their whereabouts? Why is the Co. holding this information from you? Why did you part on poor terms with this belovèd sibling?
Languages
Spin, Calaș
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.)
Hunt (Free)
When you attack and hit a target whom you’ve tracked down or fought at any point in the past, you can burn 2 GRT to inflict an extra d10 damage. In this one case, you can burn this GRT after rolling to see if you hit.
Species
Different Gravity Back Home (Permanent)
You gain a +1 bonus to all non-Weird rolls related to health—resisting disease, fighting poison, not falling asleep when you don’t want to, etc. This does not help with resisting Weird forms of mind control.
Gladhander, Palmgreaser, Climber (Permanent)
You gain a permanent bonus of +1 CHA.
Cartel Spoils (Item)
You gain a +6d12 voidguilders at character creation.
Advanced Powers Lists: tactics
Gear
Voidguilders: 196 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 |
| Oddment | Compass-like comm that always points toward Terra. | Unknown |