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Venture up, out, and through!

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Fleeter Witness level 1

Rankstillfleeter minima nonfactor, subclass petty-F

You are a witty accountant from Spindle. You were trained as a Co. anthropologist. Your job is to act as the point of contact with any sapient entities encountered during the venture, which may mean negotiating your way out of hostilities, and to write an accurate report of the venture for your refactor.

LanguagesSpin and Rasp (phrases)

ScoresCOM d6
MOV d6
REA d10+1
WIL d8
CHA d12
HEA 12 [maxCOM+maxMOV]
GRT 23 [maxREA+maxCHA]
DR 2 [gear]



  • Arkheion access (permanent) – You gain a permanent bonus of +1 REA. [already included]

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


  • Smooth over (standard) – You can calmly smooth over misunderstandings—the kind that doom many planetside runs: burn 3 GRT for an easily remedied bad situation (difficulty 5 CHA check), 5 for a difficult one (difficulty 6), and 7 for a nearly impossible one (difficulty 7). Roll a CHA check. If you succeed, all works out (for now—you can always re-blunder). If you fail, roll another CHA check: success on this one means you haven’t made the situation worse; failure incites your interlocutors to attack immediately. In actual game play, this is arguably the single most useful class power! Bonus item: you begin play with a book or a set of Archival pamphlets about one world of your choice [already included]; this gives you a one-time +4 on a REA or CHA check regarding this world. (You can choose the world well after character creation.)

  • Assess (standard) – Burn 2 GRT. Choose one entity; this entity can represent the median characteristics of a group (a gang, a small army, etc.). By spending a round studying it, you gain a good idea about its general nature and likely powers. (In game terms, the GM tells you its level, species, and classes.) Assess does not let you read someone’s mind or automatically catch someone in a lie.

  • Conduct ritual (standard/hour/day) – You participate in an important local ritual: this could be a religious service, an election, a marriage, etc. The time requirement depends on the ritual but is typically one hour and never less than one round. It must be logically possible for you to lead this ritual. (You can bend but not break narrative logic here; GM’s discretion.) Burn X GRT and choose an effect:
    • Religious rite – Everyone involved except you gains 2X GRT. This GRT can stack beyond their normal limits.

    • Romantic nudge/ban – A sapient person (not a beast or non-sapient machine) of X or lower level falls in or out of love with someone else. You have total control over the basic change in affect that you want to happen; you do not have total control over exactly how this plays out for the nudged/banned individuals.

    • Political event – You gain the loyalty and social capital of 100X locals for X days. They will do your bidding within reason, including fight for you. They will give up if faced with obviously superior firepower or numbers, however, unless you conduct a second ritual to steel their resolve.

  • Read (standard) – Regardless of what you’re encountering, if it’s kinda humanoid at all, you can quickly get a good sense of who they are, what they want, and how to communicate with them. Burn 4 GRT and make a REA check: if you succeed, you fluidly establish lasting contact. If you fail, you establish some sort of contact but anger your new friends in doing so. The GM should raise the difficulty of the REA check to 7 if the entities you’re reading are already definitely suspicious, or 9 if they are hostile.



  • Bow, short (2 clank) – d6 damage. 150-M range. Two-handed. 8 gl.

  • Crossbow, light (2 clank) – d8 damage. 100-M range. Two-handed. Doubles as a club. 45 gl.

  • Trident (1 clank) – d4 damage. 1 gl.

  • Unwieldy castiron support from an old bridge (1 clank) – d4 damage. 5 gl.


  • Plesiosaur-vertebra banded mail (2 clank) – DR 2. You suffer a –2 penalty to non-dodge MOV checks. 20 gl.


  • Bicycle (2 clank) – Velocipedes are beloved by everyone in the future, obviously. 50 gl.

  • Blendypaint, 2 applications (3 nano) – Active camo. Sprays on to make you effectively invisible until you attack or otherwise give up your location. 40 gl. (20 gl/application)

  • Book or set of Archival pamphlets about one world of your choice – Gives you a one-time +4 on a REA or CHA check regarding this world. (You can choose the world well after character creation.).

  • 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.

  • Lifetent (4 clank) – Lasts 48 hours. 50 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.

  • Sniffer (2 bio) – A sniffer is a small sea slug worn as a brooch that, once tuned into your biology, detects environmental threats such as radiation, poison, hypoxia, etc., in game terms it adds +4 to WIL checks to perceive such threats. 25 gl.

  • Oddment – Miniature guitar—sounds great, very hard to play.

Voidguilders (gl) remaining: 2