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default - Level 1 Sleeper Blooder

Vitals

COMd8 +1HEA18 / 18
MOVd8 +1GRT16 / 16
REAd10 +1DR 0
WILd4
CHAd12

Overview

Rank: Stillfleeter Minima Nonfactor, Subclass Petty −A

Class - Co. Nanite Warlock

Your job is to use your ability to command powerful nanofluids to complete the venture as contracted, and to appraise and repair Late Tephnian nanotechnologies discovered during the venture.

Species - Sleeper

Sleepers are humans who were preserved in cryogenic chambers, regenitor-nanite baths, carbonite friezes, or Uricone antideath cells many millennia ago—perhaps even in one of the spires of long-buried Grand Tephnii. Awoken, sleepers are not right. Not at all…

Origin - Terra

Great Tephnii was doomed to fall and you knew it. That's why you decided to weather the storm in comfort. That said, after arriving in the future, maybe it would have been better to enjoy those last hedonistic moments with your long dead compatriots...

Hustle - Wrench

You fix simple mechanical systems for a living.
Advantage: You have advantage on REA/make/repair checks.
Disadvantage: You have disadvantage on initial COM rolls against cool-looking mechanical opponents; this goes away if they deal 10+ damage to you or your friends.

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 Flats preacher who teaches entropy as mercy.
  • A brutal Terran warlord.
Teloi
  • Penance – You fulfill your telos when you truly put yourself in harm’s way in order to improve yourself.
Presentation

I never met a hulk I didn’t want to touch. Some of them fight back.

Secret
Tell No One

Snuck or stumbled into the fabled Cryosoleum of the Founding Five (Most Vile) Directors Prime. Your own sensory organs confirmed that the legends are real: the Founding Five only sleep, perhaps dreaming, perhaps extending their reach through the directors who walk the blobs of Upmost today.

Languages

Spin, Late Tephnian

Powers

Marquee
Control Nanofluids (Varies)

Your blood is infused with the Blood, capital B—the liquid suspension of nanites possessed ubiquitously during Late Tephnian civilization. The Blood acts according to your will, resculpting your body to give you insane powers but also making you… kind of insane. Choose 3 initial nanofluidics powers. Every subsequent level, you can choose 1 more nanofluidics power in addition to 1 other advanced power.

Class
Overcharge (Free)

You can will your Blood nanites to do crazy things that are bad for them and you, and everything around you. When you overcharge, burn 8 +X GRT, minimum 1: add X to your initiative, dCOM checks, and damage rolls for the next X rounds. In addition, your offensive nanofluidics powers deal +2X damage. Every time you overcharge, make a WIL check: if you fail, you must act in some inappropriately over-serious way on your primary passion (your telos). This can put you or your comrades at risk; it doesn’t matter.

Rage (Free)

At any point during combat, you can burn 6 GRT to lower your MOV die by one type and raise your COM die by one type for a number of rounds equal to your level. You can do this immediately before rolling to attack or dodge, but not immediately after. (I.e., if you attack by rolling a d10, you can’t burn 6 GRT to try again using a d12.) If you have d12 COM, it becomes d20 while raging.

Wear the World’s Skin (Standard)

Burn 3d4 GRT: for the following number of rounds equal to your level +1, your form becomes monstrous, red, varicose, and grotesque, and your powers shift: your unarmed attacks now deals dCOM or dMOV damage, whichever is higher. You gain +2 DR. You automatically intimidate all non-blooders who fail a WIL check. In addition, as a free action, you can regenerate 1 HEA per round per level by burning 2 GRT.

Species
Cannibal (Standard)

You may wolf down roughly 1 Kg of human flesh to regain d6 HEA. If you do, make a REA check: success has no effect; failure makes you feel emotions and lose d6 GRT.

Enhanced (Permanent)

You gain permanent bonuses of +1 COM, +1 MOV, and +1 REA.

Insane (Permanent)

Your WIL is d4. Play this up! You have no common sense, and you don’t pay much attention to what’s going on around you, lost in a fog of memory.

Open Mind (Standard)

You may burn 4 GRT to communicate with any being—intelligent or not, biological or informatic—for one minute. If you do so, the ancient things beyond time and space see you and send one minor “emissary” (bhaykee, starspawn, etc.) to “meet you” within 24 hours.

Remember (Standard)

Burn d6 GRT; you wrack your brain and recall some immediately useful detail, e.g., concerning archaetech. You also recall lots of painful things that you then obsess over for hours.

Nanofluidics
Cloud (Passive)

Burn 3 GRT: nanites disperse part of your body into a cloud, preventing it from being destroyed by a massive impact and reconstituting (most of) your body afterward. Cloud gives you +4 to all rolls that have anything to do with severe damage, including falling, being burned horribly, and losing a limb, head, or peripheral organ. In addition, cloud adds back 2 HEA to your body whenever you reach 0 HEA, one time per combat. You cannot turn this power off; it happens whenever you are threatened by a massive impact. After it activates, you feel like retching for days.

Cackle (Standard)

Burn Xd20 GRT: you “laugh”–belch in a frightening manner, releasing a wave of matter-reassembling “static” that deals Xd10 damage (separate roll) to anyone standing in front of you, out to a 5X-M range. In addition, affected targets suffer a −X penalty on MOV/dodge rolls for X rounds.

Strip (Standard)

Burn 4 GRT and name a physical (non-Weird) thing within a number of M, and having a mass in Kg, equal to or less than your level: that thing dissolves within seconds as your nanites strip it down into a pile of constituent molecules. That is, at 1st level, you can completely destroy any 1-Kg thing within 1 M. Non-Weird extradimensional things are not immune to strip but have a dark mass (due to their additional sub-pliated dimensions) determined by the GM. In earth atmosphere, the standard XD “blade,” for example, weighs not the expected 1 to 1.5 Kg (typical sword weight throughout most of human history) but d10 Kg. If used as an attack, strip inflicts dCOM damage.

Advanced Powers Lists: communications

Gear

Voidguilders: 160 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
Oddment7 books of an old Archivist and notorious lech; at least one of them contains an important secret.Unknown