default - Level 1 Wetan Stillrijder
Vitals
| COM | d8 | HEA | 13 / 13 | |
| MOV | d4 +1 | GRT | 22 / 19 | |
| REA | d12 | DR (Exosuit) | 3 | |
| WIL | d10 | |||
| CHA | d8 | |||
Overview
Rank: Stillfleeter Minima Nonfactor, Subclass Petty −A
Class - Co. Commando
Your job is to protect the acting factor, banshee, and witness in order to complete the venture as contracted, and then to protect the other voidminers.
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 - Chef
You cook food for a living.
Advantage: You have advantage on all rolls related to food and eating (not agriculture).
Disadvantage: You have disadvantage on MOV/run checks.
Biography
Your family served the Archive in small, forgettable ways. You joined the Co. to matter more. Now you want to decide what gets remembered—and what quietly disappears.
Kin
- A Near Bays child who maps stiffworks entrances in chalk and swears some of them move.
- A subdirector.
Teloi
- Penance – You fulfill your telos when you truly put yourself in harm’s way in order to improve yourself.
Presentation
I’m mostly harmless, except to anyone who underestimates the void.
Secret
Tell No One
You despise the Archive: they don't care about the fate of humanity, only their technological toys, dangerous toys. What did they do to you? What did you see when you last snuck into one of the Minor Libraries?
Languages
Spin, Rasp
Powers
Marquee
Exosuit (Item)
You have a suit of powered, archaetech marine armor—an incomplete exosuit. Describe it! Sketch it! It is priceless, if missing a few parts…
- ҂ Your exosuit counts as a perfect environment suit, allowing you to safely operate in the void for 36 hours.
- ҂ It is also bulky, causing you to have a −2 penalty to all non-dodge MOV checks—including drive/pilot, sneak, and run—while wearing it. This penalty does not apply to initiative or pool recovery rolls.
- ҂ In addition, each archaetech exosuit is variously well-armored. Your exosuit gains damage reduction 3. If you stop wearing your exosuit for 24 hours, you can regain the set-aside GRT normally through rest, drugs, a pir’s regenerate power, or other means. As soon as you get back into your suit, you lose 3 GRT again. You can’t turn this power off, once set: your bioelectric energy powers some of the suit’s core functions.
Class
Double tap (Standard)
You are a trained soldier: instead of a normal attack, you may burn 4 GRT and attack twice on the same initiative. You cannot take two non-attack standard actions or move more than 5 M, just attack.
Fight (Passive)
Your unarmed combat damage is now dCOM instead of d2. You can use dCOM for the damage of any non-archaetech melee weapon, including unarmed attacks.
Spacefighting (Passive)
Stillrijders have the ability—due to their exosuits and training—to recover from space problems and keep fighting. You have advantage on non-dodge MOV checks in zero atmo. In addition, when you get hit in the void and you start bleeding O2/pressure from tiny holes in your exosuit, you know exactly what to do. Patching a suit is normally a standard action. Stillrijders can instead patch as a free action in place of their second double-tap attack. They still must burn 6 GRT; this is an exception to the norm for double tap.
Exosuit
Jet Pants (Free)
Burn 4 GRT; you can attack normally while moving 25 M per round for a number of rounds equal to your level. If you choose not to attack, you can move 50 M per round. You gain advantage on dodge checks against melee weapons (swords, etc.) while jet pants are activated.
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: tactics
Gear
Voidguilders: 180 gl
Armor
| Name | DR | Description | Tech |
|---|---|---|---|
| Exosuit | 3 | An archaetech relic powered by your bioelectic energy which comes with a number of plug-in functions. It is bulky and imposes a -2 penalty to all non-dodge MOV checks. 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. Reduces max GRT by three while equipped. | 5 clank |
Weapons
| Name | Damage | Range | Description | Tech |
|---|---|---|---|---|
| Unarmed | d8 | - | 1 bio |