Author: Chris

  • Battletech Demo Scenario – UrbieKombat

    Summary

    Welcome MechWarrior to the professional world of UrbanMech tag team ring fighting!! The following is a custom scenario for fun skirmish battles set in the Battletech Universe.

    The way in which this scenario differs from classic battletech is through a defined ring area, an event card deck (called the “twist deck”), and a victory points rules table.

    The “Twist” deck changes the board state through either changing terrain or the conditions of play. The deck of cards for the purposes of this demo is made of 10 cards (one per round). The scoring chart provides a themed scoring system for both players to define victory and sprinkle in that magic of theme. Bringing the two together in a defined battle arena within the map referred to as the Fistfight Floor.


    Table Setup

    The most important part of table setup is defining the fighting arena inside of the battle map. As pictured above the arena is defined using the Hextech Trinity Plaza, all Level 1 raised areas of that terrain piece are the arena. 3d printed terrain isn’t mandatory, any starter boxed battle map and some dice are all that’s needed.

    The key elements of the table setup…
    Battle Map: The entire map is a battle area separated into inside and outside of the arena.
    Ring: Defined in my example using the Plaza base, as long as both players have a clear idea of what counts as arena and that it’s clearly marked with the overall battle map. This could be as simple as declaring a set of hills as the arena.
    Ring Spawn: Only a single mech per team can start in the arena. Define before the game starts where mechs start in the arena. Starting positions using the Plaza are pictured below in Team Setup.
    Team Entry: As per normal games, each team should have an edge to deploy non-arena mechs from.
    Changing Terrain: Starting in position 1, see Arena Twist section below for full details. But have an idea of how or what changes in the arena.
    Twist Deck: This scenario uses a twist deck which needs to be shuffled and placed where both players can easily read it.


    Team Setup

    Each team consists of two or more battle mechs. In the demo scenario we are using teams of two UM-R60 mechs.

    Setup for the game follows the normal rules, alternating mech deployments with the exception that no more than a single mech per team can be placed in the arena and that mech counts as Throwing Down! (see Team Declaration below).

    At the end of the first turn or later turns, it’s possible that a team might declare Tagged-In! In this scenario whichever mech is now the arena mech is placed in the nearest arena hex to it’s previous position. If the previous arena mech is still active, then it’s placed in the nearest hex outside of the arena. In both cases the mech’s new facing would reflect the path they took to get to the hex.

    When setting up mechs in the arena, it’s suggested that the first player placing a mech in the arena does so in one of a few different fixed positions and then any other mechs are positioned equidistant from all other mechs in the arena based on the number of teams taking part. Below is an example for how the arena looks on the Plaza terrain.

    White border hexes define the outer edge of the arena and are considered to be part of it.
    Black border hexes define the possible spawn points for the first player. or all start positions if there are 3 teams playing.


    Arena Twist

    At the start of each turn after initiative has been decided, the team with initiative draws a card from the Arena Twist deck. That team then has decide to either keep the initiative (and give the twist choice to the opponent) or keep the twist choice for themselves (and give initiative to an opponent).

    Each Twist card has two effects listed on them. The chosen team picks one of these two effects to apply to all players this turn. The effect is active until a new Twist card is drawn and it’s effect comes into play.

    The twists are listed below:


    Twist 1: Terrain! The terrain changes to Configuration 1. Example consists of three Level 1 columns and a single Level 2 column.

    Twist 2: Lights Out! Night Fighting rules are in effect this turn.

    Twist 3: Terrain! The terrain changes to Configuration 2. Example consists of six Level 1 columns and three Level 2 columns.

    Twist 4: Guest Star! All destroyed mechs are returned to the battlefield for one turn but count as a guest star pilot and mech.

    Twist 5: Terrain! The terrain changes to Configuration 3. Example consist of three Level 2 columns.

    Twist 6: Ammo Drop! All mechs get a full ammo restock. Which is 10 ammo for the AC/10.

    Twist 7:

    Twist 8:

    Twist 9:

    Twist 10:


    Team Declaration

    At the end of each turn every team declares one of the following:
    Throwing Down!: The mech currently designated as the arena fighter is staying so.
    Tagged-In!: The mech designated as the arena fighter is swapped to the teams mech not currently designated as the arena fighter.
    Tapped Out!: the team withdraws from the battle. A team reduced to 0 mechs automatically has this declaration.


    Win Condition

    After all declarations have been made if all teams but 1 have Tapped Out! Calculate each teams victory points (VP), the winner is the team with the most VP.

  • Battletech Olympics

    In the years following the end of the 4th succession war Comstar tried a number of initiatives to encourage the great houses to compete in violent but not world shattering ways… one such initiative was the BattleTech Olympics. Few records survive from the era but what is known is documented below:


    Players: 2-6
    Battle Value (BV) Limit: 4k
    Mech allowance: Minimum of a full 4 mech lance but no upper limit.
    Number of events: 5
    Events List:
    01) Race
    02) King of the Hill
    03) Tag
    04) Brawl
    05) Shooting Gallery


    Mech Limitations:

    The intention of these limitations are to make the experience fun while also challenging players. The 4k BV limits combined with the historical technical readouts means that players with access to only a limited set of mechs aren’t penalised and neither are players with access to all of the mechs able to badly game the system. The technical readouts available are limited to this succession wars document, there’s a separate article covering which mechs these are. Players are expected to field a minimum of a full 4 mech lance but there is no upper limit. There’s also no buying better pilot or gunnery skills, everyone starts on 4/5 and gain improvements during events.


    How the events work:

    The mission for each event can be found below but are intended to be a focused experience where players aren’t just battling each other with weapons but are encouraged to compete for the objectives. Mechs (and pilots) gain upgrades as a result of winning events. The system is very simple, everyone competing in an event gets an xp, placing in the podium position (first to third place) nets the team/lance Victory Points(VP).

    The podium positions of Gold(9vp), Silver(6vp), Bronze(3vp), participation (1vp) are awarded to the mechs but no team can claim more than a single position. In an event, a team that placed in more than one podium position (e.g. First and Second) would only receive the highest podium position. This is to balance VP between events as some require more than a single mech, this ensures there is clearly a winner without penalising those taking part as all mechs of a given team would count as achieving it.

    The events have an intended minimum mech requirement and an upper limit. Each event has it’s own definition of how to handle more than the minimum mechs being submitted.


    Summary:

    01) Only mechs from https://www.drivethrurpg.com/en/product/267062/battletech-record-sheets-succession-wars

    02) 4k BV to spend on a minimum of 4 mechs

    03) Mechs can be entered into multiple events but carry damage over into each event.

    04)

  • Season 01 Episode 02

    A fight for survival

    Parting ways with Althalus the party finds itself further up the mountain but no closer to their goal. As daylight slips away and the atmosphere becomes more difficult to breathe a strange noise catches the parties attention…

    DM: “Cast in silhouette by the burning sky of a setting sun. A Creature unlike anything you’ve seen before approaches… it’s burning eyes all that’s visible within the creatures outline.” 

    Fight: The Nevajin appears

    Difficulty: 4 (12)

    Health:

    Head (10)

    Body (30)

    The point of this fight is to push the players and burn through as many pools as possible and end the scenario once all the players have at least one pool pushing them into an impaired. To that end it might be worth speeding up the process with an AoE cypher that generates an inertia bubble or life drain, or intelligence drain. It might be worth spawning another creature but the encounters got to be fun rather than oppressive.


    A Night in the cave

    The part finally arrive at the entrance… accension is just beyond the next door…

    DM:“Your trek up the mountain has ended. Before you lies the cave entrance exactly how it appeared in your vision. The stone arch a dull orange with engraved black ‘ADBADBDADABADCDABDBADBAADCDBDABDBABDADCDBABBDBBBDAABDABADCDAABADAADABADAAADBDCDAAADBDADABBADCDBDBBBDABBDABDABADBAADAAADCDABDAAADBABADADBADAAADAADBBBDBA’”  


    Althalus greets the players

    DM: “”  


    Visions

    DM: “After the trials of your journey here, the easy atmosphere of the ascension chamber and the dancing fire obscure the change in environment. You find yourself surrounded by darkness”

    Players describe how their “matrix” self looks

    Althalus no longer appears to be with you, around the fire there’s just two books. They look identical but for the embossed symbols upon them. ***Possible DM Intrusion as the book of chaos must be touched***


    Book of Life: The group have a vision of a goddess. DM “Gravity vanishes and you fall into the sky, you keep falling, further and faster, the universe around you vanishes away under your feet. Before long you stand in black before the face of a god! She is infinite, she is life, she is ordered existence. For a brief moment you feel seen, filled to your very souls and upon your skin glows a pair of green eyes. As you look back up from the tattoo only the slowly flicker flames of the campfire can be found in the black…”

    Book of Chaos: The group have a vision of the end. DM “As you sit taking in the natural beauty around you. the air fractures, gravity goes mad, increasing and decreasing randomly. Before you stands a mechanical deer, the glowing embers of the fracture behind it robbing you of all though as you die silently screaming into the void. As your vision goes black other images flash through your mind. A giant spaceship laying waste to a city… people of different races impaled on spikes… an army of robots killing all that off resistance and dragging off those who do not. Your eyes fall upon the fire once more…”


    Ghend

    DM: “As the final vision fades a blue eyed gentleman is sat before you. Welcome! My name is Ghend, I need your help to change the world…”


    DM – Notes

    Suggested Intrusions

  • Numenera Character – Keanu

    A Rugged Nano that Rides the Lightning… and also some sick waves

    XP: 2

    Might: 9  (Edge 0)

    Speed: 11 (Edge 0)

    Intellect: 14 (Edge 1)

    Cyphers Limit: 3

    Tier: 1  (Effort,blank,blank,blank)

    Effort: 2

    Shins: 15


    Skills
    SkillLevel
    climbing, jumping, running, and swimmingTrained
    understanding numenera.Trained
    identifying or using natural plants.Trained
    Training, riding or placating natural animalsTrained (-1 Difficulty)
     Light WeaponsPractised (no bonus)
    charm, persuasion, etiquette, or deceptionInability (+1 Difficulty)
    Medium and Heavy WeaponsInability

    Equipment
    • clothing
    • one weapon (Light Ranged Bolas)
    • an explorer’s pack
    • Trident of Power (Cypher)
    • Puka shell necklace
    • A compass that always points somewhere (Oddity)
    • Plasmar (creature L3 (9) p.98)
    • A book about the numenera
    • A bag of misc power cells
    • Force Barrier Emitter L5: creates a wall of force in
    • Click Button: When clicked all buttons of the same type click in the vicinity.

    Abilities

    Hedge Magic (1 Intellect point): You can perform small tricks: temporarily change the color or basic appearance of a small object, cause small objects to float through the air, clean a small area, mend a broken
    object, prepare (but not create) food, and so on. You can’t use Hedge Magic to harm another creature or object. Action.

    Push (2 Intellect points): You push a creature or object an immediate distance in any direction you wish. You must be able to see the target, which must be your size or smaller, must not be affixed to anything,
    and must be within short range. The push is quick, and the force is too crude to be manipulated. For example, you can’t use this esotery to pull a lever or even close a door. Action.

    Shock (1 Intellect point). Your hands crackle with electricity, and the next time you touch a creature, you inflict 3 points of
    damage. Alternatively, if you wield a weapon, for ten minutes it crackles with electricity and inflicts 1 additional point of damage per attack.
    Action for touch; enabler for weapon.
    Charge (1+ Intellect points). You can charge an artifact or other device (except a cypher) so that it can be used once. The cost is 1 Intellect
    point plus 1 point per level of the device. Action.


    Story Links

     Pew


    Trident of Power

    It is said the wielder of the Trident is the undisputed ruler of the seas. While equipped the wielder never fails to skewer a fish in water and the oceans seem to calm and anger with the wielders mood.

    Tier 1 (upgraded via DM favour as part of levelling character Tier)

    Lightning: trident gains medium ranged weapon

    Tier 2

    Returns: When thrown the Trident returns to the wielders hand

    Tier 3

    Wrath: nature bends to the wielders destructive will

    Tier 4

    Wild Horses –  secret

    Tier 5

    Sharknado –  secret


    Tattoo

    Nevajin (construct 4(12))
    Mark of Ghend
    Virtual Environment (Level 2)
    MoneyBug (Level 5)
    Valkyrie (Level 12)

  • Numenera Character – Ron

    A Cheerful Glaive that Controls Beasts

    XP: 1
    Might: 18 (Edge 2)
    Speed: 12 (Edge 1)
    Intellect: 12 (Edge 0)
    Cyphers Limit: 2 
    Tier: 1 
    (Edge,Points,blank,blank)
    Effort: 1
    Shins: 11


    Skills

    SkillLevel
    climbingTrained
    woodworkingTrained
    making friends, ending conflicts, and making a positive first impression on strangers.Trained (-1 Difficulty)
     
    detect falsehoods and disguisesInability (+1 Difficulty)
    crafting numeneraInability (+1 Difficulty)
    salvaging numeneraInability
    understanding numeneraInability

    Equipment

    • clothing
    • one weapon (Light Ranged)
    • one weapon (Light melee)
    • light armour
    • an explorer’s pack
    • Beast Pelt (Cypher)
    • Penny Whistle that plays tunes of its own accord (Oddity)
    • 3 days worth of pet food and tack
    • Density Sword (Medium Weapon) On activation it does +2 damage per tier per day
    • Click Button: When clicked all buttons of the same type click in the vicinity.

    Abilities

    Weapons and Armour: May use any weapons 

    Combat Prowess: You add +1 damage to one type of attack of your choice: melee attacks or ranged attacks. Enabler.

    Trained in Armour: You can wear armour for long periods of time without tiring and can compensate for slowed reactions from wearing armour. You reduce the Speed Effort cost for wearing armour by 1. Enabler.

    Impressive Display (2 Might points): You perform a feat of strength, speed, or combat, impressing those nearby. For the next minute you gain an asset in all interaction tasks with people who saw you use this ability. Action.

    Misdirect (3 Speed points): When an opponent misses you, you can redirect
    their attack to another target (a creature or object) of your choosing that’s within immediate range of you. Make an unmodified attack roll against the new target (do not use any of your or the opponent’s modifiers to the attack roll, but you can apply Effort for accuracy). If the attack hits, the target takes damage from your opponent’s attack. Enabler.

    Beast Companion: A level 2 creature
    of your size or smaller accompanies you and
    follows your instructions. The beast companion acts on your
    turn. As a level 2 creature, it has a target number
    of 6 and 6 health and it inflicts 2 points of
    damage. Enabler.


    Story Links

     Pew


    Beast Pelt

    The wolf calls, the bear roars, and the stag leaps. The Beast Pelt transforms it’s owner into a form that changes the wearers armour and weapons. By default it transforms the owner into a dwarf with light arms and armour.

    Tier 1 (upgraded via DM favour as part of levelling character Tier)

    Wolf form: medium weapons and armour

    Tier 2

    Bear form: Heavy weapons and armour

    Tier 3

    Stag form: charge two additional movement distances and also gain a +4 to damage for the first subsequent attack.

    Tier 4

    Squirrel form –  secret

    Tier 5

    Tiger form –  secret


    Tattoo

    Fenrisian Wolf (cyber wolf Level 4 (12))
    Nevajin (construct Level 4(12))
    Mark of Ghend
    Living Statue (Come and bare witness to our end)
    Virtual Environment (Level 3)
    MoneyBug (Level 5)
    Valkyrie (Level 12)

  • Numenera Character – Sebaskittane

    A Curious Delve that Emerged from the Obelisk 

    Pools 
    XP: 1
    Might: 13  (Edge 0)
    Speed: 15 (Edge 1)
    Intellect: 12 (Edge 1)
    Cyphers Limit: 2 
    Tier: 1
    (Effort,Skill,blank,blank)
    Effort: 2 
    Shins: 6
    Armour: 3 (Light(1) +2)


    Skills
    SkillLevel
    Salvaging numeneraTrained
    NavigationTrained
    PerceptionTrained
    Immune to diseases and poisonTrained
    See through falsehood/illusion/disguise Trained (-1 Difficulty)
    Light and Medium WeaponsPractised (+0 Difficulty)
    Crafting numeneraInability (+1 Difficulty)
    Understanding numeneraInability
    Heavy weaponsInability
    StealthTrained

    Equipment
    • clothing
    • light armour (Built into the body Cypher/Oddity)
    • Terror Bird skull (with Runes) (oddity)
    • a pack of light tools
    • an explorer’s pack
    • An equilateral Triangle (Cypher)
    • A 1-pound (450 g) chunk of inert amber crystal.
    • 3 Books (1 Language, 1 History, and 1 religious)
    • Grav-Hook Chain: (Medium Weapon): range 10 feet, on successful hit, either pulls you to the target or the target to you (if possible).
    • Repeater Crossbow: (Medium Weapon): at long range on a hit of 19/20 it does +2 damage to all enemies in immediate range.
    • Click Button: When clicked all buttons of the same type click in the vicinity.
    • Glowing Powder Capsule (16 capsules). Can be sprinkled or left in the capsule. glows for 24 hours and glows stronger when it is approached.

    Abilities

    Weapons and Armour: May use medium and light weapons 

    Community Explorer: While you are present within a community, and actively and personally working on behalf of that community, the community’s effective rank for purposes of finding resources, locating new trade routes, knowing about conditions just beyond the community, and detecting sneak attacks by enemies is +1. Enabler.

    Familiarise: You can familiarise yourself with a new area if you spend at least one hour studying a region up to a long distance across that you are able to directly access and move about in. Once you’ve familiarised yourself with an area, all your tasks related to perception, navigation,
    salvaging, defence, and moving about the area gain an asset. Each time you familiarise yourself with a new area, you lose focus on a previous area unless you spend 1 XP to retain the familiarity permanently. Action to
    initiate, one hour to complete.

    Crystalline Body: You are composed of animate, translucent crystal the colour of amber. Your crystal body grants you +2 to Armour and +4 to your Might Pool. However, you’re not quick and your Speed defence tasks are hindered. Certain conditions, like mundane diseases and poisons, do not affect you. Enabler.

    Special Healing: Your crystalline body repairs itself more slowly than that of living flesh. You have only the one-round, one-hour, and ten-hour recovery rolls available each day; you do not have a ten-minute recovery roll available. Any ability you have that requires a ten-minute recovery roll instead requires a one-hour recovery roll. Enabler.

    Find the Way: When you apply Effort to a navigation task because you don’t know the way, are lost, are attempting to blaze a new route, need to choose between two or more otherwise similar paths to take, or something
    very similar, you can apply a free level of effort. Enabler.


    Story Links

     Pew


    Armour

    The armour is ancient and very well wrought, it is however missing it’s right fist and part of the forearm. Crudely fitted to the gap is a light ranged weapon.
    Tier 1 (upgraded via DM favour as part of levelling character Tier)
    Enhanced Tech: the armour adapts better to it’s surroundings. It can be upgraded with tech from the market.

    Tier 2
    Offensive Package: The armour can be upgraded from Light to Medium and the weapons on it the same.

    Tier 3
    Rocket Boosters (Speed) – Fly for a few minutes

    Tier 4
    Artificial Assistant (Tech) –  secret

    Tier 5
    Multi phasic laser phaser gazer mazer (Offence) –  secret


    Tattoo

    Nevajin (construct 4(12))
    Mark of Ghend
    Living Statue (Come and bare witness to our end)
    Virtual Environment (level 1)
    MoneyBug (Level 5)
    MoneyBugKing (Level 6)
    Valkyrie (Level 12)

  • Battletech Board 01 – Part 1

    Building my first Battletech game board, one designed to be used for the Battletech Olympics campaign.


    Buildings, Roads and Hills

    All the buildings were printed from the Thunderhead Studio designs

    Hills: https://thunderhead-studio.com/products/hextech-simple-hex-hills-free-a-game-of-armored-combat-map-set

    Free Buildings: https://thunderhead-studio.com/products/hextech-free-sample-pack

    Roads: https://thunderhead-studio.com/products/hextech-2-lane-road-system

    Walls: https://thunderhead-studio.com/products/hextech-facility-walls-mk-iii

    Expansion Buildings: https://thunderhead-studio.com/products/hextech-trinity-city-urban-development-expansion-bundle


    Painting

    Base board: The board itself was primed in light grey. The green grass colour was Army Painter Air Warpaint Gremlin Green. Due to the light base colour, the shades of green were achieved by varying the density of the applied paint.

    Building: printed in black pla, the buildings were primed with Colour Forge Standard Grey.

    Hills: Printed in grey/white pla, primed light grey, sprayed Army Painter Air Warpaint Gremlin Green, and stippled with Citadel Layer dawnstone

    Roads: Printed in grey/black pla, primed black, sprayed Army Painter Air Warpaint Regiment Grey.


    Lesson Learned

    The hardest part of the project wasn’t the planning but my previous experience building terrain. The original plan was to glue and paint the buildings first. However either due to tiredness or distraction, at some point a few hills got clued to the board with the buildings. The attempt to remove them produced a wood splintering sound so all got glued on lest they end up different colours. Next time the plan is to paint all of the terrain before glueing them to the base board. Lookout for board 2 in the future

  • Legio Cybernetica

    After much consideration when planning the project, it was decided that the mechanicum fell into two uses, it would either be an allied detachment or attached as a cybernetica unit attached to a consul/techmarine.

    To that end it follows two different colour schemes

    1. Thousand Sons: Boltgun metal armour, cherry red shoulder pads and gold trim. As found here.
    2. Zhao-Arkhad: bronze armour, boltgun metal bodies and a green stripe down most armour surfaces. As found here.

    Vehicles

    The primary steps for both Thousand Sons and Zhao-Arkhad colour schemes…

    1. Prime Colour Forge Matt Black.
    2. Magnesium Vallejo metal colour airbrush.
    3. Zenithal Aluminium Vallejo metal colour airbrush.

    Through experimentation the units that were going to be dedicated to

    The outer vehicle support struts and armour recipe…

    The original artwork is bronze so we improvised an alternative

    Step 1: Dark Star – Copper

    Step 2: GW – Retributor armour

    the Warhound titan was painted in the colours of Legio Xestobiax

    https://warhammer40k.fandom.com/wiki/Legio_Xestobiax?file=Legio_Xestobiax_Reaver_Titan.png

  • Numenera Characters – Eld

    Two Fingers Eld

    Eld is a risk taking jack who exists partially out of phase

    Might: 13  (Edge 1)

    Speed: 15 (Edge 1)

    Intellect: 16 (Edge 1) 

    Cyphers: 3 

    Tier: 3 

    Effort: 4 

    Abilities

    Tier 1 

    Flex Skill: At the beginning of each day, choose one task (other than attacks or defense) on which you will concentrate. For the rest of that day, you’re trained in that task. You can’t use this ability with a skill you’re already trained in to become specialized. 

    Late Inspiration (3 Intellect points): You retry a task you failed within the past one minute, using the same difficulty and modifiers, except this time you have an asset on the task. If this retry fails, you can’t use this ability to retry it again. Enabler. 

    Phased Pocket (2+ Intellect points): You connect yourself for one hour to a small space that is out of phase and moves with you. You can access this space as if it were a convenient pocket or bag, but nobody else can perceive or access the space unless they have the ability to interact with transdimensional areas. The space can hold up to 1 cubic foot. The space is a part of you, so you can’t use it to carry more cyphers than your limit, a detonation cypher activated inside the space harms you, and so on. When the connection ends, anything in the space falls out. For each 2 additional Intellect points you spend, the pocket lasts an additional hour. Enabler. 

    Pressing Your Luck: You can choose to automatically succeed on one task without rolling, as long as the task’s difficulty is no higher than level 6. When you do so, however, you also trigger a GM intrusion as if you had rolled a 1. The intrusion doesn’t invalidate the success, but it probably qualifies it in some fashion. You can do this one time, although the ability renews each time you make a ten-hour recovery roll. 

    Walk Through Walls (2 Intellect points). You can slowly pass through physical barriers at a rate of 1 inch (2.5 cm) per round (minimum of one round to pass through any barrier). You can’t act (other than moving) or perceive anything until you pass entirely through the barrier. You can’t pass through energy barriers. Action.  

    Tier 2:  

    Defensive Phasing (2 Intellect points). You can change your phase so that some attacks pass through you harmlessly. For the next ten minutes, you gain an asset to your Speed defense tasks, but during this time you lose any benefit from armor you wear. Action to initiate. 

    Tier 3: 

    Far Hands (2 Intellect points): You can use your tricks of the trade from one range category farther away than normal: immediate becomes short, short becomes long, long becomes very long. Using the CHARACTER TYPE trick at this increased distance hinders the task. Enabler.

    Phase Door (4 Intellect points). You can phase into a solid object’s surface and then phase out of any other solid object within long range of the first, even if the two objects are not connected. There must not be any intervening barriers between the two objects, and you must be aware of or able to see the destination object. Action. 

    Skills

    Trained in Chance based tests 

    Inability: Sneaking and staying quiet 

    Inability: Heavy Weapons. Attacks are Hindered 

    Skilled: Light Weapons 

    Skilled: Medium Weapons 

    Trained: Light Armour 

    Trained: Medium Armour (temp) 

    Equipment

    Clothing 

    Webley Laser revolver (medium) – 6 shots before the cooling rods need replacing 

    12 replacement cooling rods 

    light armour 

    an explorer’s pack 

    5 shins (coins) 

    A bag of small tools 

    Special Items

    Campaign Item: 

    Machine implants – Eld’s father grafted bionics into eld from a very young age which gives him skills with computer tech and physical upgrades. Currently upgraded with rocket boosters.

    Cyphers: 

    Visage changer – changes your appearance for an hour

    Locatortron 2000 (level 8) – Learn distance/direction from named object/place/creature

    Oddity: 

    Stasis cage – A cage that works a lot like a pokeball but visually is a keyring sized cage

    Tattoo

    • Nevajin head tattoo on right forearm
    • Ascension Tattoos on arms (shifting, Rorscach style)
    • Education Faction joined
    • Microchip tattoo on left forearm. 

  • Numenera Characters – Kerensky

    Kerensky Engstrom

    Kerensky is a relentless glaive who acts without consequence

    Stats

    Might: 17 (Edge 2)

    Speed: 14 (Edge 1)

    Intellect: 11 (Edge 0) 

    Tier: 3 

    Effort: 3 

    Cyphers: 3 

    Abilities

    Tier 1 

    Aggression (2 Might points): You focus on making attacks to such an extent that you leave yourself vulnerable to your opponents. While this ability is active, you gain an asset on your melee attacks, and your Speed defense rolls against melee and ranged attacks you wish, but it ends if no combat is taking place within range of your senses. Enabler. 

    No Need for Weapons: When you make an unarmed attack (such as a punch or kick), it counts as a medium weapon instead of a light weapon. Enabler. 

    Tier 2 

    Successive Attack (2 Speed points): If you take down a foe, you can immediately make another attack on that same turn against a new foe within your reach. The second attack is part of the same action. You can use this fighting move with melee attacks and ranged attacks. Enabler. 

    Get Away (2 Speed points). After your action on your turn, you move up to a short distance or get behind or beneath cover within immediate range. Enabler. 

    Tier 3 

    Spray (2 Speed points): If a weapon has the ability to fire rapid shots without reloading (usually called a rapid-fire weapon, such as a crank crossbow), you can spray multiple shots around your target to increase the chance of hitting. This move uses 1d6 + 1 rounds of ammo (or all the ammo in the weapon, if it has less than the number rolled). You are trained in making this attack. If the attack is successful, it deals 1 less point of damage than normal. Action. 

    Goad (2 Might points). After you successfully attack a creature, Speed defence tasks by all others against the creature’s attacks are eased until the end of the next round. Enabler. 

    Skills

    Healing: Trained

    Climbing: Trained

    Stealth: Trained

    Finding food/water: Trained

    Heavy bladed: Skilled

    Social Interaction: Inability

    Equipment

    Clothing

    Two weapons

    Medium armour

    Explorers pack

    Deck of cards

    Special Items

    Campaign Item: 

    Tron box – push the button…do it

    Cyphers: 

    Density nodule –

    Oddity: 

    Blob of clay – it takes on various mysterious shapes when left alone

    Tattoo

    • A black cat with green eyes which is usually invisible