We are excited to announce a Zinequest 3 ambush in the form of a zine about nanotech AKA the Blood…
SUBTLE FLUID will combine all of the rules on the blooder class, the nanofluidics advanced powers, and nanotech items along with new art, lore, and world-building details. In addition, we’ll be doubling the nanofluidics powers, greatly expanding the options for the blood class. Plus, for the first time, we’re offering a print option through DriveThruRPG.
Note, we are also opening up content direction from backers: we hope to offer a few mini-ventures drenched in self-assembling mayhem… And we’re excited to be able to offer a nanotechnology theme song from Music d20! I mean, how often do whole strata of technological evolution get theme songs? Not often enough!
Thanks to everyone who has played the game and helped us develop it from homebrew idea/rambling science fiction into a visualized world. (Now with new logo!) We truly appreciate you.
Reloading this page will generate a new, random, playable 1st-level character. Note, this is a working draft: if you see something wacky, please feel free to reach out on Discord and let us know.
Conscript Razi level 1
Rankstillfleeter minima nonfactor, subclass petty-B
You are a nervous clean freak from Terra. You were trained as a Co. pathfinder. 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. Secretly, you are the adopted child of one of the directors. You have not seen this person since you were very young; you are not even sure they are still alive.
ScoresCOM d12 MOV d8 REA d6 WIL d6 CHA d10 HEA 20 [maxCOM+maxMOV] GRT 12 [maxREA+maxWIL] DR 2 [gear]
Corrupted psyker neurome (standard) – Burn d6 GRT and roll CHA. Your target rolls WIL. If your result is equal to or greater than hers, you quickly read her thoughts or at least 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.
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.
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 can burn more GRT and try 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).
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 (see below), but you may still only make one backstab, when you have surprise, after two rounds (one round to aim, one to attack).
Sting (free) – Your training in combat tactics allows how to pierce the thickest of armor. Burn 2X GRT: your next successful attack ignores X DR. This power works even against extradimensional armor but is not itself extradimensional.
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), 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.)
Living armor (2 bio) – DR 2 [already included]. Requires as much food per day as a human does (although it is significantly less picky about the quality of protein) or it attacks the wearer for d20 damage each round until scared off using fire or copious smoke. 60 gl.
Graxanna, 8 patches (1 bio) – Now ubiquitous across the Co. worlds, Gigoix “goblyn moss” is a bitter-tasting but edible nonvascular plant that acts as an anti-inflammatory and stimulates the human body’s immune response. Each patch, if chewed for one round, heals d4 HEA. A human can safely heal 4d4 HEA in this way per day; additional chewed patches carry a 1 in 6 risk of serious liver disease. Graxanna has no effect on amphibians and reptiles and is (perhaps obviously) useless to plantoids and automata. A chewed patch of “gob” will heal a wetan, harajoon, or mongrel only 1 HEA. 16 gl. (2 gl/patch)
Some shit you’ve found, potentially useful – 8 iron stakes and one rubber mallet, minced garlic in a glass bottle, holy rose oil. 5 gl.
Wetsuit (3 clank) – Wetgills allow dryair sapes to breathe beneath the waves. A suit, with built-in gill, protects an entire body from wrinkling up. 45 gl.
Oddment – Miniature ziggurat inhabited by 11 quasi-sapient cockroachoids.
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.