Characters Explorers of the Ninth World - RPG Crossing
RPG Crossing Home Forums Create An Account! Site Rules & Help

RPG Crossing
Go Back   RPG Crossing > Games > Cypher > Numenera - Ashes of the Sea
twitter facebook mastodon bluesky

Notices

Reply
 
Thread Tools
  #1  
Old Sep 12th, 2022, 07:37 AM
Retry's Avatar
Retry Retry is offline
Give it another go
 
Tools
User Statistics
Last Visit: Sep 2nd, 2024
RPXP: 39056
Retry Retry Retry Retry Retry Retry Retry Retry Retry Retry Retry
Posts: 9,774
Explorers of the Ninth World

Please copy/paste your character pitch here.
__________________
(he/they) | Status: I'm here I think | Post status: halted
Reply With Quote
  #2  
Old Sep 12th, 2022, 10:31 AM
Strangemund's Avatar
Strangemund Strangemund is offline
Your Local Cryptid
 
Tools
User Statistics
Last Visit: Sep 16th, 2024
RPXP: 21547
Strangemund Strangemund Strangemund Strangemund Strangemund Strangemund Strangemund Strangemund Strangemund Strangemund Strangemund
Posts: 2,511
Character Application
right-aligned image

Vinter Kheen is a Cultured Nano who Abuses Alchemy





Name: Vinter Kheen
Gender: Male (he/him)
Occupation: Aeon Priest

Concept: Vinter Kheen used to reside in the glorious city of Qi, home to both the Order of the Truth and the future. He served (and still does despite his current unfortunate circumstances) as a member of the aeon priesthood, dedicating his life, values, and others’ valuable time and money to exploring numenera and the secrets that lie within the mortal body. He is a scientist more than a mystic, and refuses to humor the very idea that the world around them was created by anything but geniuses of his equal.

Vinter Kheen believes he will shepherd the Ninth World into a new age of knowledge and evolution. He just… has to figure out how to get back home first. As he didn’t actually plan to go to The Beyond, or anywhere outside the comfort of his luxurious laboratory. The one that was safely tucked away in the heart of the Durkhal. In fact, it was somewhat of an accident that he found himself teleported away from the life he knew. And no, no, no, it wasn’t his fault, it was the new scribe's fault, certainly the new scribe, but that’s fine, Vinter Kheen is a man of science~!

Surely it can’t be that hard to survive in the wild, can it?

Cypher/Numenera Experience?: I have played a multitude of Cypher and Numenera games, usually as a GM myself! I only briefly got the chance to play as a player years and years ago on RPGX, so I had to strike while the iron was hot and apply as a player here when the Ad popped up!

I have not read the module at all. No idea what the adventure is about or what will happen, so I will be pleasantly clueless throughout the game!

Roleplay Links:

I have quite a few! Here are some recent posts:

The aftermath of The Great Feng Wu’s loss at The Finger-Eater Trap.

Krow Munday’s big reveal that the trees smell like poo!

Harp Strum getting knocked out while I RP an NPC at the request of the GM!

References:

Abuses Alchemy is in Numenera: Character Options 2, page 51.
Cultured is in Numenera: Destiny, page 43.
Vinter's Character Sheet
Might: 7 E 0
Speed: 12 E 0
Intellect: 15 E 1

Effort: 1
Max Cyphers: 3
XP: 3

Cultured Ability:
Learned - Being well read and well educated, you have a wide range of talents. You can attempt one task in which you have no training as if you were trained. This ability refreshes every time you make a recovery roll, but the uses never accumulate.

Inability:
Using Medium Weapons is increased by one step.
Using Heavy Weapons is increased by one step.
Getting people to trust or believe me is increased by one step.


Skills:
T: Understanding numenera.
T: Using Light Weapons.
T: Alchemical Tasks.
T: Knowledge of current events and history.
T: Perception, detecting differences, and noticing minor flaws (or strengths) in the work of others.


Esoteries:
Ward: You have a shield of energy around you at all times that helps deflect attacks. You gain +1 to Armor. Enabler.

Aggression (2 Intellect point): You reach into the mind of a character and unlock his more primitive instincts. Choose one character within short range. That character has an asset on Might-based attack rolls. The effect lasts for one minute. Action to initiate.

Focus Abilities:
Tier 1:

Alchemical Dependence: You are trained in alchemical tasks. In addition, you take a daily regimen of special drugs you’ve designed to work with your body in particular, drugs that have slowly adapted your muscles and organs, allowing you to accept still more concentrated doses. In effect, you’ve enhanced yourself with permanent abilities while you keep taking your daily dose of drugs.

You can change your matrix of active daily abilities by choosing to take a different complement of drugs on a given day, assuming you have the recipe in your manual and ingredients for granting yourself that ability. You can have only one active ability of a given tier at a time. To make the switch, spend ten minutes studying your manual, preparing a new alchemical concoction, and finally taking it, after which time your activity ability is changed out. You can choose to change your active abilities up to twice per day, immediately after a one-hour or ten-hour recovery roll. Others who’ve taken your drugs experienced life-threatening reactions the few times you’ve experimented.

Recipes: Choose one of the following abilities as your active alchemical ability for tier 1.

ACTIVE -- Deadly Reflexes. You deal 1 additional point of damage with every attack you make. Enabler.
INACTIVE -- Densely Muscled. Your alchemical infusion provides +1 to your Might Edge, and 3 additional points to your Might Pool. Enabler.

Equipment:
Boring, regular lothing.
Fine clothing.
A book about numenera - provides an Asset.
A book about alchemy - provides an Asset.
Bedroll.
Backpack.

Armor:

Ward - 1 point of Armor.

Weapon:

Buzzer - 2 points of Damage.
Short Range | Action to Reload | Magazine of 5

Oddities:

Goggles with glowing lenses (although, you can see through them normally.)

Cyphers:

Magnetic Master

Level: 5
Wearable: Gloves with metal plates
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.

Motion Sensor

Level: 1d6 + 2
Internal: Injection into spine
Effect: Indicates when any movement occurs within short range, or when large creatures or objects move within long range (the cypher distinguishes between the two). It also indicates the number and size of the creatures or objects in motion. Once activated, it operates for one hour per cypher level.

Sleep Inducer

Level: 1d6
Usable: Gas sprayer
Effect: Touch or ingestion puts the victim to sleep for ten minutes or until awoken by a violent action or an extremely loud noise.
__________________
Status: Feverish and Out | Pronouns: She/Her
GMing Die Fabulous | Old Gods of Appalachia
CROWNED IRON DM 2023!! WOW!!

Last edited by Strangemund; Feb 17th, 2023 at 12:34 PM.
Reply With Quote
  #3  
Old Sep 12th, 2022, 11:11 AM
Effete's Avatar
Effete Effete is offline
Great Wyrm
 
Tools
User Statistics
Last Visit: Nov 8th, 2023
RPXP: 3695
Effete Effete Effete Effete Effete Effete Effete Effete Effete Effete Effete
Posts: 1,778
 

Last edited by Retry; Jul 6th, 2023 at 08:59 AM.
Reply With Quote
  #4  
Old Sep 12th, 2022, 05:29 PM
HotsuSama's Avatar
HotsuSama HotsuSama is offline
Forever ruffled
 
Tools
User Statistics
Last Visit: Sep 13th, 2024
RPXP: 24133
HotsuSama HotsuSama HotsuSama HotsuSama HotsuSama HotsuSama HotsuSama HotsuSama HotsuSama HotsuSama HotsuSama
Posts: 6,635
 
__________________
STATUS: Less scatterbrained than before. Mostly here.
NPSG FORUMSSOLO BAZAAREXPLOSIVE RUNESSHARE YOUR STAT BLOCKMY GAMES

Last edited by Retry; Feb 10th, 2023 at 10:53 AM.
Reply With Quote
  #5  
Old Sep 13th, 2022, 01:30 PM
QueenQatherine's Avatar
QueenQatherine QueenQatherine is offline
Adult Dragon
 
Tools
User Statistics
Last Visit: Jul 6th, 2024
RPXP: 1679
QueenQatherine QueenQatherine QueenQatherine QueenQatherine QueenQatherine QueenQatherine QueenQatherine QueenQatherine QueenQatherine QueenQatherine QueenQatherine
Posts: 198
Character Application
right-aligned image
Violet Vatrice is
a Mercurial Glint Who
Augments Flesh with Grafts





Name: Violet Vatrice
Gender: Female (She/her)

Background:
House Vatrice was once a respected noble family, one with a reputation and fortune built upon their understanding of medical arts otherwise forgotten by the common rabble. While many Aeon Priests would have been impressed by the medical marvels the family displayed they have faced difficulties in recent years. Due to some unfounded rumors the family is viewed negatively despite their indisputable positive contributions to society, nay to history! Those who take their sickly child to the doorstep of a Vatrice compare it not to visiting a beloved village healer, but to making a desperate pact with a covetous witch. Rumors of experimentation and deviance swirled around the family, made all the worse by the sudden fire that broke out one night, burning the Vatrice Plantation to the ground and killing the entire family... well... except one.

Violet Vatrice. An elderly woman, severely burned, was ultimately saved by the very technology of which her family was so well known for. Violet denied knowing anything about the night of the fire, only that it overtook her so quickly she only had enough time to apply anesthetic jell to her burns before locking herself in a cryobed. And yet, this poor old woman, victim to some unsolved crime was treated like a pariah in her community. This was the last ill omen they were willing to take, this time they weren’t buying the old woman’s sweet words, and soon she found doors closing and backs turning time and time again. Which made one thing more painfully clear then her third degree burns... time for a change of scenery!!

With a silver tongue and razor wit the old woman saddled up for adventure. She scavenged old medical technology from the forgotten corners of the world as a little girl. If she could do it then, she could do it now! She helped build the reputation of the House Vatrice... the uh, the good one, not the diabolic witch thing, that was somebody else, and she would do it again!

Concept: Somewhere between Altruistic Doctor and Fast Talking Mad Scientist, Violet is someone who simply refuses to admit that she might be too old to go adventuring anymore.

Cypher/Numenera Experience?: I have played a handful of Numenera/Cypher games, loved them all! All of which have been run by everyone’s favorite eldritch horror, Strangemund! As for the module, I haven’t read this or... any other module at all! I’m just excited to go in totally blind and have a whirlwind adventure in the wild and weird world of Numenera.


Roleplay Links:

5th Edition: Zadari Flies

Changeling The Dreaming: Lady Gale Listens to a Pew


Sources:
Mercurial (Character options 2: Page 32)
Glint (Character options 2: Page 5)
Augments Flesh with Grafts (Destiny: Page 60)




 
__________________
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.
Reply With Quote
  #6  
Old Jul 4th, 2023, 08:31 PM
FraterChad's Avatar
FraterChad FraterChad is offline
Ancient Dragon
 
Tools
User Statistics
Last Visit: Aug 9th, 2024
RPXP: 4698
FraterChad FraterChad FraterChad FraterChad FraterChad FraterChad FraterChad FraterChad FraterChad FraterChad FraterChad
Posts: 910
Character Application
Malix "Mal" Windrunner is a Beneficent Nano who Touches the Sky


right-aligned image
Name: Malix "Mal" Windrunner
Gender: Male (He/Him)
Background: Malix, "Mal," began his story in the City of Bridges. Even at a young age, Mal felt more at home enraptured in the briny breeze than he did with his parents, who grew fearful of the boy as he began to produce the telltale signs of being a nano. He spent his early adept years training with a local seamstress, befriending her and her clientele with his warm, accepting personality. Him being able to casually fan them, and other weary travelers and workers, helped toward that end. Yet, the wind called. He honed his psionic gifts as best as he could with what tools and resources the Bridges could provide, but eventually he set out to follow where the winds took him. Occasionally, that was quite literal: he would raise himself up into the sky and let the gales take him where they may. He would always find those in need, and between his esoteries and his charms, he would leave them the better for it, and he as well. Mal soaked up what arcane knowledge he could pluck from the learned and the local numenera, and then he would depart upon the winds once more. That was until the current brought him to the Iron Wind. The cloud of reality-warping nanites loomed in the near distance causing whatever they brushed against to change; try as he might to fight the skyward current--to plummet down below and try to Push himself away with haste--the Iron Wind swarmed. He awoke in a shellsnow covered village with a brazen guardian looming over head, and he had no way back.

Concept: Mal is my unabashed windy-boy Mary Sue character. Given that (sliver of) self-awareness, I'm fitting him into the Ninth World and the party, but he's still the character I've been wanting to play for years. His power-set is all about wind: both generating and manipulating it for combat and utility in equal measure. As such, he leans into the "blaster" archetype with his raw abilities, but his Beneficent descriptor means he's very much a team-player.


Character Sheet
Might: 8 E 0
Speed: 12 E 0
Intellect: 16 E 1

Effort: 1
Max Cyphers: 3
Armor: X
XP: 0

Skills (From All Sources):
  • Pleasant Social Interactions / Putting Others at Ease / Gaining Trust (Beneficent)
  • Understanding Numenera (Nano)

Inabilities (From All Sources):
  • Medium and Heavy Weapons: attacks with medium and heavy weapons are hindered.

Beneficent Abilities:
  • Helpful: +2 to Intellect Pool.
  • Devoted: Allies who have spent the last day with you add +1 to their recovery rolls. You also gain this benefit if at least one other ally gains it.
  • Skill: Trained in tasks related to pleasant social interaction, putting other people at ease, and gaining others' trust.

Nano Abilities:
Player Intrusions: You can spend 1 XP to gain one of the following Intrusions:
  • Advantageous Malfunction, a numenera device that is being used against you malfunctions. It might harm the user or one of their allies for a round, or activate a dramatic and distracting side effect for a few rounds
  • Convenient Glimmer, a glimmer provides you with a clear answer or suggests a course of action with regard to an urgent question, problem, or obstacle you're facing
  • Inexplicably Unbroken, an inactive, ruined, or presumed-destroyed device temporarily activates and performs a useful function relevant to the situation. This is enough to buy you some time for a better solution, alleviate a complication that was interfering with your abilities, or just get you one more use out of a depleted cypher or artifact.
Weapons: Can use light weapons without penalty.
Skills: Understanding Numenera
Esoteries:
  • Onslaught (1 Intellect Point): You attack a foe using energies that assail their physical form. You must be able to see your target. The attack emits a short range ray of force that inflicts 4 points of damage.
  • 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, it must be your size or smaller, it 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. Action.


Touches the Sky Abilities:
  • Additional Equipment: A device that, when given to someone, prevents them from harm from your weather-affecting abilities.
  • Wind Abilities: Esoteries and force- or energy-manipulating abilities appear as pressurized winds, squalls, cyclones, and the like.
  • Zap Buffet (2 Intellect Points): You attack a foe within short range with a pressurized blast of wind that inflicts 4 points of damage and dazes your target so that its next action is hindered. Action.
  • Minor Effect Suggestion: The target is dazed, and their next action is hindered.
  • Major Effect Suggestion: The target is stunned and loses their next action.
  • GM Intrusions: An ally or something of importance is accidentally struck by a debris blown up by your wind-manipulating abilities. Drit blinds nearby allies. A sudden shift in air pressure causes allies to be hindered in some manner. Cyclones fork off on their own via rogue nanites which cause all manner of chaos.
  • Tier 1: Hover (1 Intellect Point): You float slowly into the air. As your action, you can concentrate to remain motionless in the air or float up to a short distance, but no more; otherwise, yo drift with the wind or with any momentum you've gained. This effect lasts for up to 10 minutes. If you also have the Hover ability granted by your type or some other source, you can hover for 20 minutes and move at your normal speed. Action to Initiate.

Equipment: Weather-Immunity Device (Foci); 50 ft. of standard rope (attached to grappling axe);
Currency: 2 Shins
Armor: A set of layered travelers clothes
Weapons: Light Weapon: A throwing axe, split into four prongs, with 50 ft. of standard rope tied to the pommelGrappling Axe
Oddities: A small device that projects a human face that changes expression based on the direction its looking.
Cyphers:
Banishing nodule
Lv 1d6
Usable: Crystal nodule affix to a melee weapon
Effect: For the next 28hr, each time the affixed weapon strikes a solid creature or object, it generates a burst of energy that teleports the creature or object an immediate distance in a random direction (not up/down). The teleported creature's actions (including defense) are hindered on its next turn. (Hindered by two steps if the cypher is Lv 5+).

Detonation (massive)
Lv 1d6+2
Wearable: Wristband projector (Very Long Range)
Usable: Handheld projector (Very Long Range)
Effect: Explodes in a short-range radius, infliciting damage equal to the cypher level.
Damage type dependent on a d100 roll.


Detonation (Singularity)
Lv: 10
Usable: Explosive device or ceramic sphere (Thrown, short range) or handheld projector (long range)
Effect: Explodes and creates a momentary singularity that tears at the fabric of the universe. Inflicts 20pts of damage to all within short range, drawing them (or their remains) together to immediate range (if possible). Player characters in the radius move one step down the damage track if they fail a Might defense roll.

__________________
I have taken the Oath of Sangus. GM for Odyssey of the Dragonlords (5e) and Frater Chad's Monster of the Week Multiverse (PbtA). Current Status: Let's Go!

Last edited by FraterChad; Aug 6th, 2023 at 06:51 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 11:06 PM.
Skin by Birched, making use of original art by paiute.(© 2009-2012)


RPG Crossing, Copyright ©2003 - 2024, RPG Crossing Inc; powered by vBulletin, Copyright ©2000 - 2024, Jelsoft Enterprises Ltd. Template-Modifications by TMB