• Reduce Might and Speed penalties for wear armor by 1. • Add 2 to recovery rolls. • Select a new Delve Lore.Other
ABILITY
POOL
EDGE
MIGHT
9 /9
0
SPEED
12 /12
1
INTELLECT
19 /19
1
Costs 3 points to reduce difficulty one level. +2 points for each additional level.EFFORT
1
Restore 1d6 +tier points. Four rests per day: 1st = one Action, 2nd = 10 minutes, 3rd = 1 hour, 4th = 10 hours.RECOVERY
1d6+1
DAMAGE TRACK
■
All three stat Pools are at 1 or higher, and the PC has no penalties from harmful conditions.Hale
□
• Effort costs 1 extra point per level applied. • Minor and Major Effect results on rolls are ignored. • Extra damage from a roll of 17+ is capped at 1.Impaired
□
Cannot take any actions other than to move (probably crawl) no more than an immediate distance. If Speed Pool is 0, no movement is possible.Debilitated
Detect presence of active numenera by studying an object or location for about a minute.Sense Numenera
Action
(1 Intellect point) 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. Cannot harm another creature or object. Must have a free hand and can pay the Intellect point cost.Hedge Magic
Action
Can use light and medium weapons without penalty; attacks with heavy weapons are hindered.Weapons Training
Enabler
Protects implants and enhancements from disruption or intrusion. Resisting such attacks is eased.Unique
A poison or disease turns out not to be as debilitating or deadly as it first seemed, and inflicts only half the damage that it would have otherwise.Weak Strain
SKILLS
Charm
Inability
Crafting Numenera
Inability
Deception
Inability
Geography
Trained
Identifying Numenera
Trained
Navigation
Trained
Perception
Trained
Persuasion
Inability
Salvaging Numenera
Trained
Sensing Danger
Trained
Understanding Numenera
Basic
WEAPON
DAMAGE
NOTES
Spear
4
Long range if thrown
ARMOR
None
EQUIPMENT
Shins: 3
Rations/day: 3
Parts: 0
Backpack
Rope (50ft)
Hammer & spikes (3)
Light tools
Torches (3)
Minor glowglobe (2)
Warm clothes & boots
-
-
-
-
-
-
ODDITIES
Glass orb that slowly drips perfumed water
Virtually indestructible /unsulliable scarf
CYPHERS (Limit 2)
LEVEL
Explodes to release a burst of neurotoxic mist affecting all creatures within long range, hindering all attacks for about an hour. If effectively targeted during a conflict against a ranked horde or community, the affected horde or community inflicts 1 point of damage less than normal during that community action.Detonation (Horde Suppressor)
1d6+1
The user directs one end of the cypher at a target within short range, which is then subject to an attack by a projected mass of rapidly expanding and hardening foam. The target is held immobile in the hardened mass of foam for one hour, after which the mass turns to powder.Immobilizer
Intrusions (1XP): You know this person (or heard about them somewhere) well enough to give insight about their motives or intentions and how best to convince them to see things your way. You know the right words, posturing, inflection, amount of emotional manipulation, or even what sort of joke or agreeable complaint might sway them. This can convince a neutral person to take your side, or a hostile one to hear you out for a little while longer.Familiar Insight, You recall an important detail from a previous encounter (perhaps something you don’t even remember noticing at the time) that suggests a successful course of action for your current situation. This might be recognizing a password hidden in an innocuous code or riddle, realizing you saw a suspicious individual near a crime scene, overhearing an important conversation between two NPCs, or understanding that an NPC’s subtle glance or gesture had additional connotations indicating what you should do.Inspirational Recall, Something unexpected happens that is to your advantage. A rope your opponent is hanging from might snap, the person you’re debating in front of an influential Aeon Priest might trip or forget what they were going to say, or something that was supposed to last only a round or two lasts a little while longer.Lucky Break
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.Flex Skill
You touch a willing creature and link its senses to yours for one minute. At any time during that duration, you can concentrate to see, hear, and smell what that creature is experiencing, instead of using your own senses. If you or the creature move out of long range, the connection is broken. Action to initiate.Link Senses (2 Intellect points)
A level 1 creature accompanies you and follows your instructions. This creature is no larger than a large cat (about 20 pounds, or 9 kg) and is normally some sort of domesticated species. You and the GM must work out the details of your creature, and you’ll probably make rolls for it in combat or when it takes actions. The critter companion acts on your turn. As a level 1 creature, it has a target number of 3 and a 3 health, and it inflicts 1 point of damage. Its movement is based on its creature type (avian, swimmer, and so on). If your critter companion dies, you can search an urban or wild environment for 1d6 days to find a new companion. Enabler.Critter Companion
Traditional healing skills, medicines, and techniques work only half as well for you. Each time you start at full health, the first 5 points of damage you take can never be healed in these ways or recovered normally. Instead, you must use repairing skills and abilities to restore those points. For example, if you start with a full Might Pool of 10 and take 8 points of damage, you can use recovery rolls to restore 3 points, but the remaining 5 points must be restored with repair tasks.Special Healing
Cyphers (2/2)
Lv
Form
Effect: Establishes a connection with one metal object within short range that a human could hold in one hand. After this connection is established, the user can move or manipulate the object anywhere within short range (each movement or manipulation is an action). For example, the user could wield a weapon or drag a helm affixed to a foe’s head to and fro. The connection lasts for ten rounds per cypher level.Magnetic Master
1d6 + 2
Gloves with metal plates
Effect: The user and any additional targets that can fit into a space an immediate distance in diameter are encapsulated in a spherical force field for up to ten hours or until the user collapses it. The sphere hovers at all times and moves as the user wishes vertically or horizontally up to a short distance each round. If the sphere is destroyed or collapsed, whatever it contains falls to the ground.Travel Bubble
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Characters: Lady Gale/Zadari/Naga Shii/Violet Vatrice
Avatar and Zadari Character art used with permission of the always excellent Lepidoptera!
Last edited by QueenQatherine; Oct 1st, 2022 at 12:20 PM.