1st-level Stillfleet character generator

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.

Provincial (Tyhari) Stillrijder level 1

Rankstillfleeter minima nonfactor, subclass leerling −C

You are a penny-pinching oracle from Tyharin. You were trained as a Co. "marine" (killer). 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. Secretly, you stole the identity of someone else on-Spin. The Directorate may or may not know about this. Identity theft is punishable by spacing (death).

LanguagesSpin and Galactic

ScoresCOM d12
MOV d6
REA d8
WIL d6+1
CHA d10
HEA 18 [maxCOM+maxMOV]
GRT 11 [maxREA+maxWIL - gear]
DR 4 [gear]

Powers

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. [already included]

  • Subject of empire (permanent) – You gain a permanent bonus of +1 WIL. [already included]

  • Tyharin (homeworld) – Another world unbound from time, Tyharin is at once on the periphery of an advanced human space empire and, in the Co.’s “present,” a ghostly remnant of that empire, with few inhabitants. You speak Spin and Galactic. Because you come from a time-shifting world, you are immune to Escheresque nausea and other biological problems caused by odd physics. (You are not immune to full-blown Escheresque events, however.)

Class

  • 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. In addition, each archaetech exosuit is variously well-armored: indefinitely set aside X GRT up to 4 [already included] (you basically lose this GRT, permanently). Your exosuit gains damage reduction X. 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 X GRT again. You can’t turn this power off, once set: your bioelectric energy powers some of the suit’s core functions.

    Finally, your armor starts with one of these archaetech features [already included]: Anti-orgone cladding (free), Force fists (permanent), Jet pants, Missiles (standard), Scanner, or Stimjectoid system.

    You gain one more feature at 4th, 8th, 12th, and 16th levels, if you survive that far.1

  • Double Tap (standard) – You are a trained soldier: instead of a normal attack, you may burn 6 GRT and attack twice on the same initiative. You cannot take two non-attack standard actions or move more than 5 M, just attack.

  • Explode (free) – When you roll the maximum value on a damage die, you can burn 1 GRT to roll again, adding the new result to the total damage. This can go on as long as you continue to burn 1 GRT per roll and get the maximum value on the given die.

  • Fight (passive) – Your unarmed combat damage is now dCOM instead of d2.

  • Scanner (free) – Choose an intelligent or mechanical target, burn d8 GRT, and make a CHA check. If you pass, you learn the HEA and GRT pool of your target, its level, and any hidden weaknesses. If intelligent, your target rolls WIL to contest your CHA roll. If her result is lower than yours, you also scan her surface thoughts (no repressed memories).

Gear

Weapons

  • Flambard (3 clank) – d12 damage. Normally two-handed. If you fight with one of these one-handed, you suffer a -1 to hit. 80 gl.

  • Bomb, Spin-made, expensive (3 clank) – 3d6 damage. 5-M range. Can be thrown or planted. Damages all targets within 3 M of impact site. If you roll a 1 when attacking, you harm yourself. 16 gl.

  • Detachable, throwable second head (3 nano) – d4 damage. 3-M range. Attacker takes 1 damage, -1 CHA (weird neck seam) [already included]. No value except by ardentest negotiation.

  • Unarmed, trained (1 bio) – dCOM damage. Cannot be well-made.

Armor

  • Exosuit – DR 4. See Exosuit class power for full description.

Other

  • 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)

  • 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.

  • Some shit you’ve found, potentially useful – Holy symbols for 11 different faiths, holy books for 4 other faiths, lucky cat figurine (+1 pool recovery). 5 gl.

  • Oddment – Dehydrated spicy tuna rolls (20-pack), still good.

Voidguilders (gl) remaining: 14

1 You gain one more of these archaetech features at 4th, 8th, 12th, and 16th levels:

  • Anti-orgone cladding (free) – Whenever you become the target of the hell science, if you get a WIL roll to resist, you may burn 2 GRT to gain +2 to that roll. If you don’t get to resist, you may burn 5 GRT to gain such a roll.

  • Force fists (permanent) – Your base unarmed damage is d20 (not d2 or dCOM). Each force-fist attack costs 2 GRT. If you run out of GRT, your unarmed damage becomes dCOM again.

  • 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.

  • Missiles (standard) – You have a shoulder-mounted biokinetic quantum field disruptor. Indefinitely set aside X GRT up to 4. Your missiles inflict Xd4+X damage and have an effective range of 25 M. You may fire them once per turn at a cost of X GRT (roll COM to hit), in addition to your standard action. They are small and will only hit one medium target. They recharge over time as you wear your suit (represented by the GRT cost).

  • Scanner (free) – Choose an intelligent or mechanical target, burn d8 GRT, and make a CHA check. If you pass, you learn the HEA and GRT pool of your target, its level, and any hidden weaknesses. If intelligent, your target rolls WIL to contest your CHA roll. If her result is lower than yours, you also scan her surface thoughts (no repressed memories).

  • Stimjectoid system (free) – Whenever you drop to 0 GRT, you instantly lose d3 HEA and regain dCOM +dWIL +your level GRT. If this injection kills you, you do not die right away, but instead continue fighting until you are reduced to 0 total pool. Similarly, whenever you drop to 0 HEA, you do not die right away, but instead continue fighting until you are reduced to 0 total pool. You now appear permanently jacked, swole, ripped, or built (choose).