Author: Chris

  • Numenera characters – Archie

    Archie the Apparent

    Archie is an adaptable nano who sees beyond

    Stats

    Might: 13 (Edge 0)

    Speed: 13 (Edge 0)

    Intellect: 17 (Edge 2) 

    Tier: 3 

    Effort: 3 

    Cyphers: 3 

    Abilities

    Hedge Magic (1 Intellect point): You can perform small tricks: temporarily change the colour 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. 

    Scan (2 Intellect points): You scan an area equal in size to a 10-foot (3 m) cube, including all objects or creatures within that area. The area must be within short range. Scanning a creature or object always reveals its level (a measure of how powerful, dangerous, or difficult it is). You also learn whatever facts the GM feels are pertinent about the matter and energy in that area. For example, you might learn that the wooden box contains a device of metal and synth. You might learn that the glass cylinder is full of poisonous gas, and that its metal stand has an electrical field running through it that connects to a metal mesh in the floor. You might learn that the creature standing before you is a mammal with a small brain. However, this esotery doesn’t tell you what the information means. Thus, in the first example, you don’t know what the metal and synth device does. In the second, you don’t know if stepping on the floor causes the cylinder to release the gas. In the third, you might suspect that the creature is not very intelligent, but scans, like looks, can be deceiving. Many materials and energy fields prevent or resist scanning. Action. 

    See the Unseen. You can automatically perceive creatures and objects that are normally invisible, out of phase, or only partially in this universe. When looking for things more conventionally hidden, the task is eased. Enabler. 

    Tier 2 

    Mind Reading (4 Intellect points): You can read the surface thoughts of a creature within short range of you, even if the target doesn’t want you to. You must be able to see the target. Once you have established contact, you can read the target’s thoughts for up to one minute. If you or the target move out of range, the connection is broken. Action to initiate. 

    See Through Matter (3+ Intellect points). You can see through matter as if it were transparent. You can see through up to 6 inches (15 cm) of material for one round. Doing so is a task whose difficulty is equal to the material or object’s level. In addition to the normal options for using Effort, you can also choose to use Effort to see through another 6 inches (15 cm) of material for each additional level of Effo 

    Tier 3 

    Barrier (3+ Intellect points): You create an opaque, stationary barrier of solid energy within immediate range. The barrier is 10 feet by 10 feet (3 m by 3 m) and of negligible thickness. It is a level 2 barrier and lasts for ten minutes. It can be placed anywhere it fits, whether against a solid object (including the ground) or floating in the air. Each level of Effort you apply strengthens the barrier by one level. For example, applying two levels of Effort creates a level 4 barrier. Action. 

    Sensor (4 Intellect points). You create an immobile, invisible sensor within immediate range that lasts for 28 hours. At any time during that duration, you can concentrate to see, hear, and smell through the sensor, no matter how far you move from it. The sensor doesn’t grant you sensory capabilities beyond the norm. If you have the Nano’s special ability of the same name then, when you use either, you gain an asset to any perception task you attempt in conjunction with perceiving through the sensor interface. Action to create; action to check. 

    Skills

    medium weapons: Inability

    heavy weapons: Inability 

    Understanding Numenera: Trained  

    Pleasant social interactions: Trained

    Overcome sorrow, deprivation or pain: Trained

    Negotiate: Skilled

    Attacks with medium and heavy weapons are hindered

    Equipment

    Needle Weapon: Thought controlled flying sonic needle (Heavy 6 damage)

    Special Items

    Campaign Item: 

    Teleporter Ring – Transports me and another to a place I’ve already been within 300 miles

    Cyphers: 

    Density nodule –

    Rejuvenator –

    Oddity: 

    Metallic Jar – Maintains a liquid at a constant temperature. Also on occasion produces a liquid like a replicator

    Tattoo

    • A black cat with green eyes which is usually invisible

  • Numenera characters – Haytham

    Haytham Alassis

    Haytham is a graceful glaive who talks to machines

    Stats

    Might: 12 (Edge 1)

    Speed: 14 (Edge 1)

    Intellect: 12 (Edge 1) 

    Tier: 3 

    Effort: 3 

    Cyphers: 3 

    Abilities

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

    Cypher Use: You can bear two cyphers at a time.  

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

    Weapons: You can use any weapon without penalty. 


    Fleet of Foot (1+ Speed points): You can move a short distance as part of another action. You can move a long distance as your entire action for a turn. If you apply a level of Effort to this ability, you can move a long distance and make an attack as your entire action for a turn, but the attack is hindered. Enabler. 

    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. 

    Distant Activation (1 Intellect point). You can activate or deactivate any machine you can see within short range, even if normally you would have to touch or manually operate the device. To use this ability, you must understand the function of the machine, it must be your size or smaller, and it can’t be connected to another intelligence (or be intelligent itself). Action. 

    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. 

    Obstacle Running (3 Speed points): For the next minute, you can ignore obstacles that slow your movement, allowing you to travel at normal speed through areas with rubble, fences, tables, and similar objects that you would have to climb over or move around. This movement might include sliding on a railing, briefly running along a wall, or even stepping on a creature to boost yourself over something. If an obstacle would normally require a Might or Speed task to overcome, such as swinging on a rope, balancing on a rope, or jumping over a hole, you are trained at that task. Enabler. 

    Coaxing Power (2 Intellect points). You boost the power or function of a machine so that it operates at 1 level higher than normal for one hour. Action to initiate.  

    Charm Machine (2 Intellect points). You convince an unintelligent machine to “like” you. A machine that likes you is 50 percent less likely to function if said function would cause you harm. Thus, if a foe attempts to detonate a bomb near you controlled by a detonator that likes you, there is a 50 percent chance that it won’t explode. Action to initiate. 

    Intelligent Interface (3 Intellect points). You can speak telepathically with any intelligent machine within long range. Further, you are trained in all interactions with intelligent machines. Such machines and automatons that normally would never communicate with a human might talk to you. Enabler. 

    Skills

    Light bladed Weapons (Light): Trained 

    Medium Weapons (ranged): Skilled 

    Balancing: Trained 

    All tasks involving electrical machines: Skilled 

    Careful movement: Trained 

    Physical Performance Arts: Trained 

    Speed Defence: Trained 

    Equipment

    Clothing 

    Webley Laser revolver (medium ranged) – 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: 

    Pet Nevajin – can fire a destructive ray 200 yards (61 metres) – absorbed a cypher that broke it, and my family (who have long been good with machines) adopted it 

    Cyphers: 

    Density nodule – Power Level 4, a fix to a weapon and for the next 28 hours weapon gains +3 damage to physically solid targets 

    Rejuvenator – recovers 2 points to each pool (might/speed/intellect) 

    Oddity: 

    Blob of clay that takes on mysterious shapes when left alone. 

    Tattoo

    • Microprocessor on my right inside forearm
    • A black cat with green eyes which is usually invisible

  • Season 01 Episode 01

    A day at home

    Players introduce themselves and what a day in their characters life looks like on Penar.

    DM: “As the sun sets you feel energised, excited, restless. A voice whispers in your ear ‘go to the cave’, the mental images of the ancestral ascension chamber fills your minds eye. Your bones tell you that tomorrow your journey to the cave begins.” 


    Travel and Meeting up

    The players start somewhere on the Penar map as chosen by them and describe how they are getting to the cave of ascension (aka the red triangle). Generate small encounters for each player as DM intrusions to help facilitate learning the new system.

    DM Note: Using the sci-fi theme to create doors and mirrors able to link places is a great enabler for character interactions as they travelled to the cave and also as they join DM intrusions to bring them together despite the distance they might be apart.


    A night in the Wild

    The party find themselves meeting at the same place at the foot of the mountain path… near by a long abandoned industrial looking facility

  • The Island of Penar

    An island located in the sea of secrets, it’s considered both a mystery and a ruin. The island is isolated from the mainland not just by the sea but an energy barrier. It’s not clear who, or why, or how the barrier was created but it’s been present as far back as history records. The barrier doesn’t prevent all access to the island but many have tried and failed to pass unharmed attempting to visit.  

    Life on Penar 

    Penar is quite peaceful but is no stranger to conflict, while safe from most of the outside world internal politics and  feuds still exists between people families factions and even cities. Most of which is placated by the faction system and the islands dependency on the main land.  

    Penar residents all belong to one of the 5 factions; military, agriculture, education, science and faction less.   All who have not ascended belong to the education faction or unless they chose the faction after ascension. The Military faction are both the Policemen and Military. The agriculture faction grows, stores and distributes food. The Education faction  


    Ascension 

    At some point in every Penaran’s life they feel the pull to the caves. They trek into the cave systems in the western part of the island, emerging a day later with or without tattoos. It’s these tattoos that are believed to enable people to leave the island. None remember anything beyond falling asleep in the cave. All the tattoos are distinctive, the designs are more or less unique but all share the same black colour.  


    The ferry 

    Every week the ferry leaves the ruined structures on the east of the Island making it’s way to Rachar. A small contingent of Islanders live and run a tavern/embassy near the docks of Rachar, they are rotated annually so that all capable of leaving the island get a years world experience after ascension. The ferry itself is run by Alisdair Blint, strict task master and feared combatant. Alisdair is the only Penarian to have journeyed beyond the steadfast and has accumulated 20 years experience in the world. 


    Industry 

    The island isn’t immune to weather, crop failure, disease and has very little facility for industry. Trading with the mainland is important because of this. Each week the cargo ferry automatically leaves it’s port mooring and begins the trip to Rachar, none have been able to stop it from doing so. 


    Population 

    Penar has an estimated population of 300k. 


    Society 

    Decisions that affect the entire island are made by the council of 9, which comprises of two representatives from each faction and the peoples champion. Each faction has to have a male and female representative. 


    Faction Leaders 

    Military/Police

     • James Haversham 

    Agriculture 

     • Aron Baker 

    Education/Science 

     • Nathaniel Burrows  “Fuddy” 

     • Isabelle Hansen 

    Peoples Champion/Faction less 

     • Eric Kanto/Althalus 


    Cities 

    Central City

    Central City wasn’t built for humans, it was crafted for a long since extinct species and was the original city on the island of Penar. Buildings that stand taller than mountains


    North City: Is known for its mysterious underground dwellings and island villages which survive on fishing the cold waters. 


    South City: The biggest agricultural community boasting a warmer climate due to volcanic which makes it ideal for producing food including shrimp and crabs.


    West City: Known for it’s forestry and beautify carved wooden buildings.