This is an alpha test! Currently, reloading this page will generate a new random, playable 1st-level character—but only using some classes and species. We are adding more options soon. Oh, and ignore the random-looking debugging text for now 🙂
stillfleeter minima nonfactor, subclass leerling −A prime
You are a bone-thin pure mathematician from Terra. You were trained as a Co. 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.
Spin, Carvolian–Dravanian, Old Tephnian
COM d6+1 MOV d8 REA d10 WIL d6 CHA d12 HEA 15 [maxCOM+maxMOV] GRT 22 [maxREA+maxCHA] DR 3 [gear]
Fury from planet fucking fury (free) – Whenever you take 4 or more HEA damage in one round, you may gain either +2 GRT, +1 to your next attack roll, or +3 to your next damage roll.
Outworld brute (permanent) – You gain a permanent bonus of +1 COM. [already included]
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 book or a set of Archival pamphlets about one world of your choice [already included]; 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.)
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 – Everyone involved except you gains 2X GRT. This GRT can stack beyond their normal limits.
Romantic nudge/ban – 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 exactly how this plays out for the nudged/banned individuals.
Political event – 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.
Find clue (once-per-session/standard) – You find something genuinely useful, plot-wise. You can find a clue toward whichever plot you want, but you should make your choice clear to the GM. This clue is specific: you don’t necessarily understand the bigger picture, but you know what you need to do next.
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 fluidly 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 definitely suspicious, or 9 if they are hostile.
Sharpened antlers (1 clank) – d3 damage. Also functions as a helmet. Rad as heck. 1 gl.
Riot gear or well-made bone or shell armor (2 clank) – DR 2 [already included]. -1 to non-dodge MOV checks. 15 gl.
Book or set of Archival pamphlets about one world of your choice – Gives you a one-time +4 on a REA or CHA check regarding this world. (You can choose the world well after character creation.).
Shipdeg – Common eyeless albino futuredogs are beloved by children and wetans. Adult humans loathe and prefer to eat them. COM d4, MOV d6, REA 1, WIL d4, CHA d4, HEA 10, GRT 1. Shipdegs can bite for 2 damage or intimidate using a d8 instead of a d4. 50 gl.
Oddment – Silicon molds in the shapes of hams, chicken legs, etc.
Stillfleet is a tabletop roleplaying game (RPG) about exploring ruined spacecraft—“hulks”—as well as habitable earth-like planets long-ago colonized by terrans but then cut off from contact with the greater galaxy for decades or centuries—“rocks.”
Thus Stillfleet is really two different games, one hulkside—a series of grimdark explorations of advanced technical structures, hanging in the void—and the other rockside—a political game about managing a company distributed across space.
Players take the roles of various explorers working as part of the Worshipful Company of Stillfleeters, more often known simply as “the Company,” abbreviated the Co. Theoretically, the players are working together… In practice, this is not always the case.
The term “stillfleet” comes from the fact that many planets were once colonized by humans, and that most of these planets (or all of them?) are orbited even today by massive, “dead” ships. However advanced, these ships never work as originally designed.
Their tachyon drives are unpowered, their dimension mills broken. To reach them, fleeters use not other ships but the timespace gates called stiffworks.