1st-level Stillfleet character generator

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 🙂

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Version 0.6.0. Run 2021-01-26 06:36:34am
SELECT * FROM `class` WHERE `rarity` >= 4 ORDER BY `rarity` ASC LIMIT 1Fleeter;11
Items: Array ( [138] => Array ( [0] => missile weapon [1] => 1 ) [174] => Array ( [0] => armor [1] => 250 ) [288] => Array ( [0] => oddment other [1] => -1 ) [45] => Array ( [0] => power other [1] => -1 ) )
Bonuses: Array ( [COM] => Array ( [0] => 0 [1] => ) [MOV] => Array ( [0] => 0 [1] => ) [REA] => Array ( [0] => 0 [1] => ) [WIL] => Array ( [0] => 0 [1] => ) [CHA] => Array ( [0] => 1 [1] => species bonus ) [HEA] => Array ( [0] => 0 [1] => ) [GRT] => Array ( [0] => 0 [1] => ) [VG] => Array ( [0] => 125 [1] => species bonus ) [DR] => Array ( [0] => 4 [1] => gear ) [Add] => )


Fleeter Banshee level 1

stillfleeter minima nonfactor, subclass leerling −B

You are a paranoid storyteller from Spindle. You were trained as a Co. engineer. Your job is to open stiffworks (quantum gates connecting disparate points in timespaces), and to appraise and repair technologies discovered during the venture. Secretly, you are terrified of the Co.: the Directorate is obviously planning to exploit each Goldilocks world in turn, subjugating populations, stealing resrouces, wasting the lives of voidminers... You are planning on turning on the Co. as soon as that seems like a non-suicidal option.

Languages

Spin and Rasp (phrases)

Scores

COM d6
MOV d10
REA d12
WIL d8
CHA d6+1
HEA 16 [maxCOM+maxMOV]
GRT 22 [maxMOV+maxREA]
DR 4 [gear]

Powers

Species

  • Company soul (permanent) – You gain +125 voidguilder at start. [already included]

  • Cosmopolitan style (permanent) – You gain a permanent bonus of +1 CHA. [already included]

  • "Modern" (permanent) – You gain a +1 bonus on rolls related to clank-, code-, or force-stratum tech.

  • Voidborn (permanent) – Whenever the GM requires you to roll a WIL check because something in space is scary, you gain a +1 to the roll and don’t appear as phased as the other non-Fleeter characters. This does not apply to Escheresque nausea.

Class

  • Dive (standard) – The ship is on fire—you have to get your party through the stuck bulkhead before the O2 combusts! (Or whatever!) This is your big getaway power. Burn 6 GRT and make a MOV check: if you succeed, you and some or all of your party make it out. You can bring 1 + your level humanoid-sized beings along with you to safety, or burn an additional 6 GRT to bring one additional being beyond your limit. Small sapient beings (0.5-M tall/long) count for half a slot; large sapes (3-M tall/long) count double; small pets (cat/beagle-sized) are free. If you fail your MOV check, you injure yourself for d6 HEA.

  • Jack (standard) – Use, alter, or repair tech. Burn XY GRT, where X is the type of tech (ranked 1–7, clank [medieval], bio [contemporary on-Spin], code [Ancient, Early Tephnian], force [High Tephnian], nano [Late Tephnian, Snakeman], bug [cryptocerid, heechee, mantid, mi-go], Escheresque) and Y is the level of complexity (ranked 1–6, simple, standard, complex, corporate, military, godlike). Thus, a force artifact of standard complexity costs 4 x 2 = 8 GRT to interact with. Once this cost has been paid, the artifact functions as designed, within reason. A laser (standard force) keeps firing until it runs out of juice, which is up to the GM to determine (e.g., d20 charges). Repowering requires access to the appropriate resources and an additional use of the jack power. Bonus item: instead of a standard envirosuit, you begin play with a perfect environment suit that you have repaired [already included]. This allows you to safely operate in the void for 36 hours.

  • Reposition (free) – You expertly case the chaos around you. Burn 6 GRT: you gain an extra d12 to use on any roll, going forward. This can be a dodge check, an attack, a damage roll—anything. You can use this d12 once, and it will go away; or you can instead use a d6 and, later, another d6; or a d4 and a d8; or three d4s, etc. The bonus rolls are entirely up to you. You can reposition, use the extra die, and immediately reposition again (paying another 6 GRT), even in the same round (if you are trying to dodge multiple lethal attacks, for example). But you can never hold more than one d12-worth of bonus dice at once.

  • Tack (standard) – Open, close, or change the destination of a stiffworks. Costs and mechanics vary by the works. Open stiffworks remain open for 10 minutes per tack… usually.1

Gear

Weapons

  • Bolas (1 clank) – d2 damage. 15-M range. If your target fails to hit, she must make another MOV check against 6 or trip and fall prone. 1 gl.

Armor

  • Exosuit, skeletal (4 clank) – DR 4 [already included] or dependent on plating and bioelectric input. -1 non-dodge MOV checks. Stillrijders start with an improved version of one of these (with variable DR). 250 gl.

Other

  • Perfect environment suit – Environment suit that you have repaired. This allows you to safely operate in the void for 36 hours.

  • Oddment – Really excellent toupée set.

Voidguilders (gl) remaining: 25

1 Typical tacking mechanics and associated GRT costs are:

  1. Ancient – Stiffworks from c. -100 MYA (i.e., those built by Virgin Dimenzion™, etc.) are technically either primitive and highly unstable tachyon drives (T drives) or more stable but much less useful quantum-entangling metamagnetic “loop” drives (Q drives):
    • T drives cost 16 GRT and require a difficult (7 or better) REA check to tack; these can be tacked to and from any point in timespace. Typically, T drives were used by shipping companies with military-grade shipware.

    • Q drives cost 8 GRT and require a standard (6 or better) REA check to tack; these can be tacked to and from preprogrammed destinations, or to and from stiffworks you’ve actually used before, or well-characterized and easy-to-tack stiffworks on hubworlds such as Spindle or Terra. Q drives were typically used at starports. Many preprogrammed destinations are utterly unknown to the Co. today.

  2. Spinside – Oft-used stiffworks on Spindle typically cost 2 GRT, no check required, to tack. This applies going out, but not always coming back: The primary stiffworks that connects Spindle to the colony of Darasan, for example, is easy to use Spinside, but requires enormous GRT expenditure on the Darasannais end to tack back.

  3. Provincial (i.e., stiffworks on a distant Carvolian colony world that has some contact with Spindle) – This is the “boring,” standard stiffworks. To tack it, burn 4 GRT and roll a REA check. If you succeed, you’ve tacked. If you fail, you may try again next
    round by burning another 4 GRT.

  4. Tephnian – Interfacing with a comm, make a dREA check, difficulty 7, and burn 12 GRT. Or use the access password (though you probably don’t know this). Or drip a single drop of nanite-infused Blood onto the sensor (though you probably don’t have any noble Blood on you). Any of these approaches will tack the stiffworks.

  5. Snakeman – Sacrifice a sapient life, then scar yourself, burning d20 -dWIL HEA, min 4.

  6. Heechee – Politely ask the gate to open, using your brain-like multi-tongue (though you probably don’t have one of these). Or think at the gate, politely asking it to open, and burn d20 -dREA GRT, min 3.

  7. Escheresque – Traveling “to” the Escheresque causes all non-extradimensional sapients, even purely informatic beings, to experience “Escheresque nausea” which deals d4 -dWIL +dREA GRT damage, minimum 1, and physically incapacitates you for 1 round. There are two ways to tack “to” the Escheresque:
    • If you have an Escheresque blade and can “activate” it (unfold it in N-dimensions), then you can use it to cut tack a stiffworks ex nihilo, from any point in the universe to any point the Escheresque and vice versa. (Importantly, you cannot use the blade to tack a stiffworks from any one point in the universe to another, nor from any one point “in” the Escheresque to another.)

    • If you don’t have an Escheresque blade, or can’t unfold it, you may be able to travel to the Escheresque at no cost via the cryptic foldgates puncturing timespace at various points. These are typically found at the depths of alien enigmadromes, in the hearts of stars, etc. Little is known by the Co. about the Escheresque, because few fleeters who travel there ever return to Spindle.

  8. Utterly mysterious – Some stiffworks do not sit within any known category…

Welcome to the howling void

Stillfleet is a grimdark, politically charged tabletop roleplaying game (RPG) set in space, far into the ruinous future. Spaceships are just dungeons, hanging in the dark…

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Check out the official Quickstart Rules, including eight pregenerated characters! >

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More resources

☉Check out the random 1st-level character generator below!

☉If you are making your own Stillfleet character, here is a spreadsheet-based character sheet >

☉And here is a draft PDF character sheet >

This post explains more about the game >

What is Stillfleet?

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.