Characters The Lovely Bunch - RPG Crossing
RPG Crossing Home Forums Create An Account! Site Rules & Help

RPG Crossing
twitter facebook facebook

Notices

Reply
 
Thread Tools
  #1  
Old Apr 6th, 2015, 06:58 PM
William Imm's Avatar
William Imm William Imm is offline
Da Hype
 
Tools
User Statistics
Last Visit: Jun 20th, 2018
RPXP: 1871
William Imm William Imm William Imm William Imm William Imm William Imm William Imm William Imm William Imm William Imm William Imm
Posts: 3,262
The Lovely Bunch

Please post your characters and character sheets here in this thread.

Last edited by William Imm; Apr 7th, 2015 at 12:58 AM.
Reply With Quote
  #2  
Old May 3rd, 2015, 07:36 PM
Xiasmus Xiasmus is offline
New Member
 
Tools
User Statistics
Last Visit: Oct 29th, 2016
RPXP: 1683
Xiasmus Xiasmus Xiasmus Xiasmus Xiasmus Xiasmus Xiasmus Xiasmus Xiasmus Xiasmus Xiasmus
Posts: 763
I am Yarmr Free, the Cruel Glaive who Fuses Flesh and Steel
right-aligned image

Tier Effort XP
1 1 0

Stat Current Total Edge
Might 20 20 1
Speed 13 13 1
Intellect 9 9 0

Armor: +1

 


 


 


 


 


 



 



 



 
Reply With Quote
  #3  
Old May 4th, 2015, 01:07 AM
grenadierman's Avatar
grenadierman grenadierman is offline
Tom Cruise
 
Tools
User Statistics
Last Visit: Jan 4th, 2021
RPXP: 6866
grenadierman grenadierman grenadierman grenadierman grenadierman grenadierman grenadierman grenadierman grenadierman grenadierman grenadierman
Posts: 4,157
Sannah, The Rugged Glaive who Carries a Quiver

Sannah has a woodsman's stride, and dirt and grime has a permanent place with his hands. His youthful face is framed by wavy locks of blonde hair. Just below his eyes are lines of blue paint. He wears a veil over his mouth and jawline, and his tribal garb is a mishmash of various hides and furs of game he's hunted. He does not openly adorn his trophies, keeping them instead in a small pouch.


Background: Sannah hails from a small nomadic hunter tribe in Iscobal, who make their living by roaming the countryside. They worship the god Haramas, who provides them with game as a challenge of skill. Everyone in the tribe has to take a role in it, and everyone is expected to know their own weapon. Sannah's weapon is the bow, in the footsteps of his father. He practiced and hunted the small game at first, and then larger game as his skill and confidence grew. His ultimate test came one day when he was attacked by Ung-glash during his daily hunt. Ung-glash was a great bear, and part of the primal circle the tribe feared, awed, and respected. For every generation, there was always one primal that preyed on the tribe, and there was always a man or woman of the tribe that would defeat it. It was a gruesome affair that cost Sannah his lower face as he protected his childhood friend Milia, but he eventually prevailed with the mastery of his bow.

He came back as a hero to his tribe, his jaw and mouth replaced with traded cybernetics. However, hero or not, it was time for Sannah's rite of passage. The rite of passage is taken when the person has reached maturity. For men, it involves a journey to the outside world to seek and make amends with his soul, mind, and body. It is subjective, but for Sannah, his steel jaw is one of those ailments. Only after this rite is done can one become a true hunter. Because the journey may be as short as a month, or years long, the man is required to sire a child before they leave with a consenting woman. Milia was a fine woman in all respects and she had always felt indebted to Sannah for saving her life from Ung-glash. Sannah was hesitant in approaching her because of fear of rejection, but he had to ask her to bear his child eventually, and he did. To his surprise, Milia was happy with doing so, even if he was missing a jaw.

He has traveled for more than a few months now, looking for someone or something who can mend the wounds that he suffered from Ung-glash. Wherever he goes however, it is inevitably in the direction of the Wandering Walk. A storm pushes back the boat he sets foot on. The round about path is beset by bandits, or some sort of natural disaster. It seems that the Wandering Walk is the only direction he can go. Was it the will of Haramas that he go there? It is just as well, since they say there are mysteries and numenara aplenty, with a chance to restore himself.

 


Tier Effort Cyphers Shins XP
1 1 2 5 0

Stat Current Total Edge
Might 11 11 1
Speed 14 14 1
Intellect 9 9 0



SkillTrainedSpecialized
Balancing
X
 
Climbing
X
 
Jumping
X
 
Running
X
 
Swimming
X
 
Training/Riding/Placating Animals
X
 
Identifying/Using Natural Plants
X
 

Fighting MoveDescription
Pierce (1 Speed point) This is a well-aimed, penetrating ranged attack. You make an attack and inflict 1 additional point of damage if your weapon has a sharp point. Action.
Thrust (1 Might point) This is a powerful melee stab. You make an attack and inflict 1 additional point of damage if your weapon has a sharp edge or point. Action.

Who Carries A QuiverDescription
Archer You can spend points from either your Speed Pool or your Intellect Pool to apply levels of Effort to increase your bow damage. Each level of Effort adds 3 points of damage to a successful attack. Enabler.
Fletcher You are trained in making arrows. Enabler.
Additional Equipment You start with a well-made bow and two dozen arrows.
Minor Effect Suggestion Hit in a tendon or muscle, the target takes 2 points of Speed damage as well as normal damage.
Major Effect Suggestion The target is pinned in place with an arrow.

Rugged Benefit Description
Inability You have no social graces and prefer animals to people. The difficulty of any task involving charm, persuasion,etiquette, or deception is increased by one step.
Additional EquipmentYou carry an explorerís pack. If you already have one, you can instead take 50 extra feet (15 m) of rope, two more daysí worth of rations, and an extra ranged weapon.

Glaive AbilitiesDescription
Practiced in Armor You can wear any kind of armor. You reduce the Might cost per hour for wearing armor and the Speed Pool reduction for wearing armor by 2. Enabler.
Practiced With All Weapons You can use any weapon. Enabler.
Physical Skills You are trained in climbing. Enabler.


Starting Equipment:
Well-Made Bow
24 arrows
Knife
Spear
Clothing
Hides and Furs
---
2 Cyphers
1 Oddity
---
Explorer's Pack: Contains 50 feet (15 m) of rope, rations for three days, three spikes, hammer, warm clothes, sturdy boots, three torches, and two minor glowglobes.
__________________
Purge as Corporal Pasam Molta

Last edited by grenadierman; May 4th, 2015 at 10:14 PM.
Reply With Quote
  #4  
Old May 4th, 2015, 03:32 PM
Strangemund's Avatar
Strangemund Strangemund is online now
Your Local Cryptid
 
Tools
User Statistics
Last Visit: Sep 21st, 2023
RPXP: 14674
Strangemund Strangemund Strangemund Strangemund Strangemund Strangemund Strangemund Strangemund Strangemund Strangemund Strangemund
Posts: 2,071
Fahra Firewalker, the Mystical Nano who Bears A Halo Of Fire

Tier Effort Cyphers Shins XP
1 1 3 4 0

Stat Current Total Edge
Might 7 7 0
Speed 11 11 0
Intellect 18 18 1

SkillTrainedSpecialized
Numenera
X

EsoteriesDescription
Scan (2 Intellect Points) You scan an area equal in size to a 10-foot (1-meter) 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. Many materials and energy fields prevent or resist scanning. Action.
Onslaught (1 Intellect Point) You attack a foe using energies that assail his physical form. You emit a short-range ray of force that inflicts 4 points of damage. You must be able to see your target. Action.
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 air, mend a broken object, prepare (but not create) food, and so on. You cannot use hedge magic to harm another creature or object. Action.

Nano AbilitiesDescription
Expert Cypher Use You can bear three cyphers at a time.
Practiced With Light Weapons You can use light weapons without penalty. If you wield a medium weapon, increase the difficulty of the attack by one step. If you wield a heavy weapon, increase it by two steps.
Numenera Training You are trained in the numenera and can attempt to understand and identify its properties.

Bears A Halo Of FireDescription
Fire Esoteries If you perform esoteries, those that would normally use force or other energy (such as electricity) instead use fire. For example, force blasts from Onslaught are blasts of flame, and Flash is a burst of fire. These alterations change nothing except the type of damage and the fact that it might start fires. As another example, Barrier produces a wall of roaring flames. In this case, the alteration changes the esotery so that the barrier is not solid but instead inflicts 1 point of damage to anything that touches it and 4 points of damage to anyone who passes through it.
Shroud of Flame (1 Intellect Point) At your command, your entire body becomes shrouded in flames that last up to ten minutes. The fire doesn’t burn you, but it automatically inflicts 2 points of damage to anyone who tries to touch you or strike you with a melee attack. Flames from another source can still hurt you. While the shroud is active, you gain +2 points of Armor that protect only against damage from fire from another source. Enabler.
Minor Effect Suggestion The target or something near the target catches fire.
Major Effect Suggestion An important item on the target’s person is destroyed.
Additional Equipment You have an artifact—a device that sprays inanimate objects to make them fire-resistant. All your starting gear has already been treated unless you don’t want it to be.

Mystical Benefit Description
Inability You have a manner or an aura that others find a bit unnerving. The difficulty of any task involving charm, persuasion, or deception is increased by one step.
Sense "magic" You can sense whether the numenera is active in situations where its presence is not obvious. You must study an object or location closely for a minute to get a feel for whether the touch of the ancients is at work.
Additional Equipment You have an extra oddity determined by the GM.

Starting Equipment:
Knife
Clothing
Dusty book
---
3 Cyphers
2 Oddity
---

 
__________________
Status: Writing Time, Baby!! | Pronouns: She/Her
GMing Die Fabulous | Old Gods of Appalachia

Last edited by Strangemund; May 4th, 2015 at 09:30 PM.
Reply With Quote
  #5  
Old May 4th, 2015, 08:22 PM
driftwood's Avatar
driftwood driftwood is offline
Likes tai chi & chai tea
 
Tools
User Statistics
Last Visit: Apr 22nd, 2018
RPXP: 11877
driftwood driftwood driftwood driftwood driftwood driftwood driftwood driftwood driftwood driftwood driftwood
Posts: 4,868
Archon is a Mechanical Nano who Commands Mental Powers

Tier Effort Cyphers Shins XP
1 1 3 4 0

Stat Current Total Edge
Might 10 10 0
Speed 10 10 0
Intellect 17 17 1

SkillTrainedSpecialized
Numenera 
X

EsoteriesTierIntDescription
Scan
1
2
You scan an area equal in size to a 10-foot (1-meter) 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. Many materials and energy fields prevent or resist scanning. Action.
Machine Interface
1
2
The difficulty of discerning the level, function, and activation of powered numenera devices that you touch is decreased by one step for one minute. Enabler.
Hedge Magic
1
1
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 air, mend a broken object, prepare (but not create) food, and so on. You cannot use hedge magic to harm another creature or object. Action.
Telepathic
1
1+
You can speak telepathically with others who are within short range. Communication is two-way, but the other party must be willing and able to communicate. You donít have to see the target, but you must know that itís within range. You can have more than one active contact at once, but you must establish contact with each target individually. Each contact lasts up to ten minutes. If you apply a level of Effort to increase the duration rather than affect the difficulty, the contact lasts for 28 hours. Action to establish contact.

Nano AbilitiesDescription
Expert Cypher Use You can bear three cyphers at a time.
Practiced With Light Weapons You can use light weapons without penalty. If you wield a medium weapon, increase the difficulty of the attack by one step. If you wield a heavy weapon, increase it by two steps.
Numenera Training (Nano) You are trained in the numenera and can attempt to understand and identify its properties.
Numenera Training (Mechanical)Youíre trained in all actions involving identifying or understanding the numenera

Commands Mental PowersDescription
Mental EsoteriesIf you have the Mind Control esotery or the Mind Reading esotery, youíre automatically trained in it. If you have both esoteries, youíre trained in both. Enabler.
Tier 1: Telepathic See above.
Minor Effect Suggestion The range or duration of the mental power is doubled.
Major Effect Suggestion You can take another action on the same turn.
Additional Equipment You have a crystal or jewel artifact that, when worn against your forehead or temple, adds 1 point to your Intellect Pool. If youíre ever without the artifact, subtract 5 points from your Intellect Pool; the points are restored if you regain the item.

Mechanical Benefit Description
Inability You have a manner or an aura that others find a bit unnerving. The difficulty of any task involving charm, persuasion, or deception is increased by one step.
Sense "magic" You can sense whether the numenera is active in situations where its presence is not obvious. You must study an object or location closely for a minute to get a feel for whether the touch of the ancients is at work.
Additional Equipment You have an extra oddity determined by the GM.

CypherLevelEffect
Ceramic sphere with a conspicuous button
7
tee-hee
Blue-and-black patterned headband
6
knowledge acquisition
Circular plate of grey molded foam, embossed w/runic writing in unknown language
3
mobility enhancement

Equipment:
Knife
Clothing
Cybertronic book on numenera
A star-shaped tea-bag (oddity)
A ceramic tile (oddity)

 

Last edited by driftwood; May 7th, 2015 at 02:38 AM.
Reply With Quote
  #6  
Old May 4th, 2015, 10:25 PM
Neqq Neqq is offline
New Member
Good People
 
Tools
User Statistics
Last Visit: Oct 23rd, 2017
RPXP: 23434
Neqq Neqq Neqq Neqq Neqq Neqq Neqq Neqq Neqq Neqq Neqq
Posts: 4,844
I am Imyniyah Bagha an Inquisitive Nano who Wields Power with Precision.

 


Source of Power: Forbidden Knowledge

Tier: 1
Effort: 1
XP: 0

Stat Current Total Edge
Might 7 10 0
Speed 9 11 0
Intellect 21 22 1

Pool: 6

Attacks:

Skills:
 


 


Inabilities:

Fixates on detail - Hear or Notice Danger +1 Step

See something Interest and hesitate - Initiative in combat +1 Step

Equipment:
  • 3 Cyphers
    A canister made of synthsteel with a hose and a wide nozzle on the end.
    A metal amulet adorned with valuable stones and garnets.
    A temporary tattoo that appears to be a iconograph of an unrecognizable creature appearing to talk to another unrecognizable creature.
  • An Oddity
    A preserved yellow flower. When you blow on it, it lights up with a deep green color.
  • Clothing
  • 2 books about numenera
  • book about geography
  • book about folklore
  • book about the history of the Steadfast
  • knife
  • 4 shins

Connection:

 


 


 


 

Last edited by Neqq; May 7th, 2015 at 04:18 AM.
Reply With Quote
  #7  
Old May 6th, 2015, 01:03 AM
StartTheTilt StartTheTilt is offline
Adult Dragon
 
Tools
User Statistics
Last Visit: Mar 11th, 2020
RPXP: 99
StartTheTilt
Posts: 143
Tier: 1
Effort: 1
XP: 0

Stat Current Total Edge
Might 10 10 0
Speed 15 15 1
Intellect 15 15 0


Skills:
 


 



Abilities:
• Fits of Insight: GM grants you knowledge or insight with no clear explanation at least once per-session
• Erratic Behaviour: When subjected to great stress or making a major numenera discovery, the GM gets a free intrusion against you
• Practiced With Light and Medium Weapons
• Flex Skill
• Pierce (1 Speed)


Inabilities:

Inability at defending against mental attacks

Equipment:

• Clothing (Worn gentleman's garb)
• Two weapons (Dagger, Shortbow)
• Light Armour (Padded leather Jerkin under his vest)
• An explorer's pack
• A pack of light tools
• Two cyphers (chosen for you by the GM)
• One oddity (chosen for you by the GM)
• A deck of Tarot Cards that helps him perceive what others cannot
• 8 Shins


Critques Welcome!
I am a Mad Jack who Sees Beyond
Mad Marnet "Marney" Vasque

 

"Who is he?"
 



 


 


Last edited by StartTheTilt; May 8th, 2015 at 06:22 PM.
Reply With Quote
Reply

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT -4. The time now is 10:58 AM.
Skin by Birched, making use of original art by paiute.(© 2009-2012)


RPG Crossing, Copyright ©2003 - 2023, RPG Crossing Inc; powered by vBulletin, Copyright ©2000 - 2023, Jelsoft Enterprises Ltd. Template-Modifications by TMB