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.
Provincial (Calay) Razi level 1
Rankstillfleeter minima nonfactor, subclass petty-G
You are a hasty clean freak from Calayat. 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.
LanguagesSpin and Malteni
ScoresCOM d12 MOV d8 REA d10 WIL d6+1 CHA d6+1 HEA 20 [maxCOM+maxMOV] GRT 17 [maxREA+maxWIL] DR 1 [gear]
Calayat (homeworld) – Similar in makeup to Terra, this world is thought to be the ur-home of the wetans. The largest province by population as well as the richest, Calayat’s rulers are extremely influential on-Spin—much to the Directorate’s chagrin. You speak Spin and d2 Calay languages (Malteni, Anch, Chessenais, Calavane, Sabian, or Jarchane). All weapons you purchase at character creation are well-made and thus inflict +d4 damage.
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]
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).
Backstab (two-round) – You wait around the bulkhead, unseen, and pop out—finally gutting that no-good H.Co. traitor like an albino voidscrod… Burn 6 GRT before you attack, and then roll to attack with advantage. If you hit your opponent, you inflict double damage. If you are 5th level or higher, you can spend another 6 GRT on hitting to inflict triple damage instead. You can backstab with any weapon, within reason.
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).
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.)
Morningstar (2 clank) – 2d4 damage. If you use this two-handed, add +1 to damage. 28 gl.
Rhino-squid leather armor with malachite studs (2 clank) – DR 1. You gain a +2 bonus to CHA/intimidate checks. 40 gl.
Dowser (2 bio/1 bug) – This strange biosensor (looks like a horseshoe crab/is worn like a glove) gives you a +4 to finding food and water on any planet, whether you’re rolling REA, WIL, or luck. 30 gl.
Drygill (3 clank) – Drygills allow marine sapients to breathe in dry atmos. 30 gl.
Oddment – Ancient FBI file on “UFOs” (mi-go) with very accurate data.
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.