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 (Kavaraaq) Stillrijder level 1

Rankstillfleeter minima nonfactor, subclass leerling −A

You are a slouching matchmaker from Kavaraat. 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 were brought to Spindle as a child by a violet, many-limbed being that called itself "Malaki." It was always kind to you, but it claimed it was trading you to the Co. in exchange for something important. It told you never to seek it out...

LanguagesSpin and read the glyphs of the grey Tetra-solarian aliens

ScoresCOM d6
MOV d10
REA d6
WIL d8+1
CHA d12+1
HEA 16 [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]

  • Kavaraat (homeworld) – Bizarrely unbound from time, this world sports a human province superimposed onto a paleolithic human society as well as a hostile alien civilization. The province is medieval—until you fall forward or backward through one of the infamous Kavaraaq “timeslips.” You speak Spin and one other language: choose to either fluently bark the proto-language of apes and monkeys or to read the glyphs of the grey Tetrasolarian aliens. (You are not able to communicate in Tetrasolarian without visual symbols, however.)

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

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.

  • 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).

  • 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.

Gear

Weapons

  • Blowgun (1 clank) – 1 damage damage. 10-M range. Often used to deliver a toxin. Cannot be well-made. 3 gl.

  • Lawn darts AKA jarts, 2 darts (1 clank) – 1 damage. 5-M range. 2 gl. for the set.

  • Rifle, modern, large-caliber. 38-caliber (3 clank) – 2d8 damage. 400-M range. Two-handed. Doubles as a club. 160 gl.

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

Armor

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

Other

  • Drysuit (3 clank) – Drygills allow marine sapients to breathe in dry atmos. A suit, with built-in gill, protects an entire body from drying out. 45 gl.

  • Some shit you’ve found, potentially useful – 3 polypropylene ropes (each 50-M long), crampons, universal anti-venom (1 dose). 5 gl.

  • Oddment – “Wellness bracers”—give the wearer pleasant auto-massages.

Voidguilders (gl) remaining: 6

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).