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Venture up, out, and through!

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Wetan Blooder level 1

Rankstillfleeter minima nonfactor, subclass leerling −C

You are a well-dressed rake from Calayat. Through your own luck, you have become a nanite warlock. Your job is to use your ability to command powerful nanofluids to complete the venture as contracted, and to appraise and repair Late Tephnian nanotechnologies discovered during the venture.

LanguagesSpin, Rasp, and Calaș

ScoresCOM d12+1
MOV d8+1
REA d4
WIL d8
CHA d10
HEA 22 [maxCOM+maxMOV]
GRT 18 [maxWIL+maxCHA]
DR 1 [gear]

Powers

Species

  • Arthropod (permanent) – You gain a permanent bonus of +1 MOV. [already included]

  • Big spiky hard-shelled bug (permanent) – You gain a permanent bonus of +1 COM.[already included]

  • Mandibles, spiracles, etc. (permanent) – You can metabolize a much greater range of chemicals than hominins, only a few of which are cognizable to humans as “food.” You thus spend less on equipage during venture outlay (you just carry around some rotting fungusbark and human-urine energy shots). You effectively make back an extra 25 voidguilders with each venture. (Standard venture pay is your level × 25.) This power doesn’t help at game start.

Class

  • Control nanofluids (varies, typically standard) – Your blood is infused with the Blood, capital B—the liquid suspension of ultra-advanced nanites possessed ubiquitously during Late Tephnian civilization but long since lost and probably corrupted. The Blood acts according to your will, resculpting your body to give you insane powers but also making you… kind of insane. Choose 3 initial nanofluidics powers [already included]. Every subsequent level, you can choose 1 more nanofluidics power in addition to 1 other advanced power.

  • Artery-opening strike (free) – Burn 2X GRT: your next successful attack causes bleed X.

  • Overcharge (free) – You can will your Blood nanites to do crazy things that are bad for them and you, and everything around you. When you overcharge, burn 8 +X GRT, minimum 1: add X to your initiative, dCOM checks, and damage rolls for the next X rounds. In addition, your offensive nanobio powers deal +2X damage. Every time you overcharge, make a WIL check: if you fail, you must act in some inappropriately over-serious way on your primary passion (your telos, if using those rules). This can put you or your comrades at risk; it doesn’t matter.

  • Rage (free) – At any point during combat, you can burn 6 GRT to lower your MOV die by one type and raise your COM die by one type for a number of rounds equal to your level. You can do this immediately before rolling to attack or dodge, but not immediately after. (I.e., if you attack by rolling a d10, you can’t burn 6 GRT to try again using a d12.) If you have d12 COM, it becomes d20 while raging.

Nanofluidics

  • Boneless (standard) – Burn 2X GRT: your nanites rearrange your body and belongings so that you can fit through tiny (but visible—not micro- or nano-scale) apertures, like a melted baby snake for the next X minutes. As a slurry of molecules, it’s hard to even see you. This makes you hard to hit, except by things that would normally excel at hitting gray liquids (mops?), but it also prevents you from attacking unless by using the nanofluidics powers flechette or spew (below). Note, you can’t really hold any non-you stuff well enough to use charge. This power is great for escaping in a gross manner, or for setting up a surprise attack.

  • Charge (standard) – Burn X GRT, minimum 1: your nanites transfer a rush of bioelectric energy into any object and launch it from your hands. Roll to attack using dCOM +X. If you hit, the object explodes and deals damage equal to d6 +X +your level. You must have a thing at hand that is at least pebble-/card-sized each time you use charge.

  • Mirror (passive) – Burn X GRT, minimum 1: your nanites hover around you, making it appear that you are somewhere you are not. This displacement gives +X to all MOV/dodge checks for a number of rounds equal to your level ×2. You cannot turn this power off; it happens whenever you roll to dodge.

Gear

Weapons

  • Javelin (1 clank) – d6 damage. 80-M range. Can be used as a melee weapon for d4+1 damage. 6 gl.

  • Whip (1 clank) – 1 damage. Cannot be well-made. 5 gl.

Armor

  • Gang jacket (1 clank) – DR 1 [already included], +1 intimidation checks. When you encounter space pyrates, hoverbike gangs, or the like, roll a d4: on a 4, they recognize your jacket’s symbols and are friendly to you; 2–3, they don’t recognize the jacket; 1, they are “your gang’s” rivals and attack immediately. 26 gl.

Other

  • Mi-go dongle (1 bug) – This gray-green sac of fungal tissue allows you to use mi-go technologies. It gives you no bonuses, but without it, you can’t make sense of how to jack into (mate with) a Yuggothi personal comm, ship comm, tachlantern, etc. 75 gl.

  • 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 – Plastic polyhedra, 3 boxes of brightly colored “collectible” game cards, can of energy soda, bag of salt. 5 gl.

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

Voidguilders (gl) remaining: 14