Toriss Homefinder

Lost a hive, found a hive. Even if none of them make decent jelly



Strength +1
Dexterity +1
Constitution +1
Intelligence +3
Wisdom +1
Charisma -2

Unique Move


Whenever you expose yourself to danger or invest significant resources in a project at the behest of your hive, mark experience.

Personal Moves

Eye for Tech
When you have time and safety to study a tech item, roll Intelligence. On a 10, the GM will tell you what it does and how to use it. On a 7-9, the GM will explain the general principle at work.

Field Repair
When you try to fix a broken piece of tech roll Intelligence. On a 10, you’ve got it working for now. On a 7-9, it’s up and running, but its next use tech roll is +glitched. On a miss, boom. It’s gone for good.

You are skilled with your hands and can fix, repair, or build pretty much anything, with the right raw materials.

When you dedicate yourself to making or fixing a thing, or to getting to the bottom of something technological, decide what you’re doing and tell the GM. The GM will tell you “sure, no problem, but…” and then 1 to 4 of the following:

  • It’s going to take hours/days/weeks/months of work
  • First you’ll have to get/build/fix/figure out (something)
  • You’re going to need (someone) to help with it
  • You’re going to need parts, and they’re going to be expensive
  • The best you’ll be able to do is a crap version, weak and unreliable
  • It’s going to mean exposing yourself and colleagues to serious danger
  • You’re going to have to find or create a workspace where you can do (something)
  • It’s going to take several/dozens/hundreds of tries
  • You’re going to have to take (something) apart to do it.

The GM might connect them all with “and,” or might throw in a merciful “or.” Once you’ve accomplished the necessaries, you can go ahead and accomplish the thing itself.


When given an order by a superior ( Heron or Markus “The Maker” (Prototype Command Platform Mark-55) ), you are boosted on all rolls to complete it. If you fail, mark experience.


Gain 2 new harm wedges at 7:00 and 8:00. Draw in two new lines on your harm clock.

Experience: 5+1

+1 to a stat (max stat +3) (up to 4 times) *

  • +1 Constitution
    +1 Move (up to 4 times) *
  • Tinker
  • Dutybound
  • Fitness
    Advance your gang (up to 2 times)
    Gain an ally (you and the GM detail) (up to 2 times)
    Gain a piece of tech gear (you and the GM detail) (up to 2 times)

Once you’ve taken five advances, you may also select from this list:

+1 to any stat (max stat +3) (once)
retire your character to safety (once)
create a second character to play, so now you’re playing two (once)
remove a debility (once)
invent your own move with the GM, or +1 Move (up to two times)
create a special result for one of your moves on an exceptional success with GM approval (up to two times)
swap a move you have for another move (unlimited)


Spitter (2-harm close +tech (messy +fire +bio)) – This is an oddly-shaped tech gun which fires balls of a viscous liquid which burns like acid. Toriss suspects that the gun is a matter converter which could potentially fire other types of ammunition, but hasn’t yet been able to repair it (assuming he’s right)

Other Tech-Cloak – Generates a holographic field which aids the user in staying hidden. User is +Boosted on Escape a Hunter rolls, and on Take a Chance rolls related to hiding.


Toriss was hatched in a (the?) hive of his people, a two day journey from here. His people were scavengers at a genetic level – they all had an almost uncanny eye for technology, and spent any time not attending to the needs of the body and the hive searching for, gathering, and fixing tech. They maintained a very low profile and had virtually no contact with other groups.

Whether there was a particular item they were all looking for or an overarching plan for all of the tech Toriss never learned. When he was still in his second stage form, raiders found the hive and massacred them all. Toriss survived because by chance he was close to a holo-cloak and a bubble, the former kept him from being found and the latter from being killed by any stray shots or shrapnel.

He waited several days for the raiders to finish their looting and leave, then gathered what they missed and set out, eventually arriving here. His affinity for tech (and the items he brought) got him into the Tinker’s Guild, and he subsequently was chosen as the guild’s representative to the White Tooth Lodge.

Toriss Homefinder

Die-Sun wvanhee