Character Creation Thread
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Triat is young determined lady. She is abnormally big - 2.1m tall, and while she is well fit - simply he is just really tall and she is muscular and well trained physically by her old father - elder Triun was one of commanders of local militia for many years. For many years he had dream about boy, but his wife had health problems and was not very reproductive. Triat was only child, which was grown in enviroment of father's ambition to have strong hero sibling, which will be person to follow and respect for anyone in the Cove. She is very ambitious, competetive girl - as her father, and she have something that frightens others even more - her ability to duplicate herself. People talk that she started to duplicate herself after one harsh winter group of numenera trades arrived from the South. People tell her father bought some very expencive numenera from one of the traders, investing almost all savings Triun family had. For few months small girl had odd behaviour, and then everyone noticed that she plays and manipulates own copy which made of nanites.
She uses old huge fishing hook as heavy two-handed weapon, while her copy holds the lighter version.
Despite being young girl everyone in the village know - she was grown as fighting machine by her old, respected in the cove father.
Hulking 19 might lady which holds heavy 2h weapon , wears only light armour and can create copy of herself.
I made adjustemnts into the inventory. According to character build i have option for clothes and one medium armour and 5 shins. I pick 2 sets of light armour instead of that, pls tell if it ok. I will polish Triat story and will post it here later.
There are a few details I'd like to go over in your backstory, just get a few more details. First, lets discuss the militia. There is not much of an organised threat to Uncegilla Cove, so there is not much need for a standing armed force. Occasionally a tribe of abhumans might pose a threat. In these times everyone has to do their part, but these are few and far between...10 or more years apart. However, if we could make the militia serve as the peacekeepers for the area, then there would be a need for someone to hold the job. Is it OK to consider Triun to be a respected leader of this peacekeeping force that is the first to respond to trouble, whether it be foreign or domestic? Basically they would be the town guard.
Next, just to have an idea of the weapon you are using, are you using the blunt haft or the sharp hook as the weapon? Just to have an idea as to whether you are skewering your enemies or bashing them over the head most of the time.
Finally, how does Triat feel about her duplicate? Do she/it have a different name? are they friendly or is the duplicate just an extension of Triat, like a literal second pair of hands?
2. Weapon is old fishing hook used for huge, even enormous fish, attached to heavy and thick pole. Probably it is not fishing hook even - but hook which was used for some other task on ships many years ago. It was improved and modified by Triun himself, and she also cares about it and tries to improve by melting and fusing more metal layes on its hook's curve to improve it's durability and weight . It is basically huge smashing hook with much more weight addition which could be used as maul but also can grapple (+1 diff to perform, no damage/less damage, grapple(disabled action for grappled foe and Triat)?)
3. Triat played with her duplicate from childhood. She knows that the duplicate have nano nature , but he threats it like herself - with care, pride, but she see her as her own extension. Something that is part of her, like normal people threat own hands or legs - but for her another copy of her exist, bound to her will. Yes, she have a name - Tairt (Name of Triat backwards)
4. More details - she is quite ambitious, self-loving and sometimes over-confident. Her drive is her boon and bane, as she listens less, and act more following her inner drive. Her determination provided with her ambition and ambition of her father. She was educated, grown to be first. The best. Powerful, mighty, respected and fearsome. She is fond of her advantages over weaker youth of the cove, and when she was younger she had problems with anger management, which dissolved when she became older and got proper, sometimes harsh lessons from her father.
2. Sounds good for the weapon. Lets say it can decrease the difficulty by 1 for Grapple and Trip attacks that don't deal weapon damage?
3. So outsiders should treat Tairt as a part of Triat, but Triat has a more normal relationship?
4. Good personality notes. I can work with that and as other players develop their characters hopefully they can too.
Others threat Tairt as another Triat.
She herself sees her copy as manifestation of own power, as extension of her will.
For weapons - yea, sounds good ! So grapple which doesn ot deal damage byt makes target and Triat action impossible till she releases the victim of her grapple.
PS i still need to complete her character sheet (it is uncomplete) + i could get cyphers/oddities if applicable in the setting
PPS Added Bash and Surging Confidence combat moves.
For the weapon..yes exactly. Arms will be "locked up" and actions needing them will be impossible for Triat (or Tairt) and probably impossible for humanoids of comparable size. Tripping will also impose reduced difficulties in hitting or avoiding attacks, or making enemies waste their actions getting back to their feet.
I will roll cyphers now and give your oddity...I made a list of potentially useful oddities.
Oddity - A synth mat that is warm at night and cool in the day. Useful for staying comfortable in all but extreme temperatures.
Density Nodule (lv5): For the next 28 hours, each time the weapon the nodule is attached to strikes a solid creature or object, the weapon suddenly increases dramatically in weight, causing the blow to inflict an additional 2 points of
damage.
Skill Boost (lv 5): Intellect Defense - Dramatically but temporarily alters the user’s mind. The difficulty of an Intellect Defense is decreased by three(3) steps. Once activated, this boost can be used a number of times equal to the cypher’s level(5), but only within a 28-hour period.
Rolls
Cypher roll - (1d100, 1d100)
1d100 : (78) = 78
1d100 : (12) = 12
Density Nodule level - (1d6)
(5) = 5
Skill Boost Nodule - (1d6)
(5) = 5
Skill boost skill - (1d100)
(56) = 56
Since Triat is the only character so far for the tie in to someone else they seem to think the only true weapons are those you hold in your hands (which makes sense for your character) and may look at you in disdain (or at least as 'weird' or 'dat boy ain't right in the head').
For these I still need to figure out:
A book about the Numenera (do I get to name this one?)
Three cyphers (chosen for you by the GM)
One oddity (chosen for you by the GM)
On a side note a lot of people signed up now! XD
Also i need to find person to establish Triat connection (i picked simplier one): You used to move in the same social circles and knew of each other, but you had never been introduced.
Tell me if anyone up for this.
First, I want all PCs to be from Uncegilla Cove. In your bio right now it indicates Pha was from somewhere else then moved to Uncegilla. This needs to be changed up a bit. There is definitely an orphanage of some kind in the village, many people are lost at sea or to disease or accident, so that's fine. So that part just moves into the town proper and is fine. It's is known Pha is responsible for the death of an adult (we should work out who that was and his son'so identity) and then he was cast out. Your mentor idea is fine. Are you picturing someone who lives a hermit lifestyle in the woods near Uncegilla? What do they do to make a living? Or survive? Are they a sage or a forest guide? Maybe a hunter who brings in pelts and meat to trade? I'm thinking they're ok Pha on out of pity for being an outcast and they took him in. Or maybe the mentor still lives in town but on the edges to keep the heat off Pha.
As for the book, if I remember the way it works you get to claim it as an asset when dealing with Numenera during play. So, yeah you can choose a title, but keep it vague enough that you don't back yourself into a corner.
I am away from my books until mush later tonight. I will get your Cyphers and oddities later tonight.
For mechanical purposes, would everyone mind either updating their description post or making a new post giving their Numenera character "sentence"? You know, the whole, "Clever Jack who Talks to Machines" or whatever. That would help guide me as to my own character's role in the party. Currently, I just want to make everything, because this is my first time through character creation and it all sounds so freakin' cool!
Pha, Tough Nano who Needs No Weapons
Triat, Driven Glaive who Exists in Two Places at Once
Still working out the details besides that :)
Oddity: A ring that tightens painfully when in the presence of environmental hazards.
Cyphers:
Disrupting nodule lvl 2
Usable: Crystal nodule affixed to a melee weapon
Effect: For the next 28 hours, each time the weapon the nodule is attached to strikes a solid creature or object, it generates a burst of nanites that directly attack organic cells. The affected target takes 1 additional point of damage and loses his next action.
Magnetic shield lvl 3
Usable: Small pyramid-shaped metallic device
Effect: For ten minutes, metal objects cannot come within immediate range of the activated device. Metal items already in the area when the device is activated are slowly pushed out.
Retaliation nodule lvl 6
Usable: Crystal nodule affixed to armor or clothing
Effect: For the next 28 hours, anyone striking the armor(or clothing) the nodule is attached to triggers a small burst of electricity that inflicts 1 point of damage (no action or roll required).
Rolls
Cypher rolls - (1d100, 1d100, 1d100)
1d100 : (74) = 74
1d100 : (24) = 24
1d100 : (52) = 52
Cypher Levels - (1d6, 1d6+2, 1d6)
1d6 : (2) = 2
1d6+2 : (1) + 2 = 3
1d6 : (6) = 6
Also for those making characters this might help:
Character creation
1.) Does Pha know what happened to his parents and/or how he became an orphan? They don't have to be dead of course, but in a small area like Uncegilla Cove it is much more difficult to abandon a baby, but there could be reasons. If you haven't decided I can use it I think.
2.) How has Pha's relationship with Chaig developed over the years? The two still have to run into each other on occasion. Does Chaig try to kill Pha every time he sees him or has Pha scarred him, leaving him a spineless mess? Do they talk? Would they consider each other rivals or true enemies?
3.) How does Pha feel about Amburn? Does he know she might have an interest in him? Does he have feelings for her? Good or bad?
A couple questions for you foolsmask:
1. Mutation table rolls: When the time comes, should I post rolls myself, or would you prefer to roll?
2. NPC relationships: Is this a required part of character creation? Do I need to come up with a few?
Once I get the character more mechanically fleshed out, I will build out their background and post here for PC relationships.
1) Pha never really thought about who his parents were or how he came to be at the orphanage so if it's a good plot train device use it (Red Goes Faster)
2) With the rewrite Chaig ended up leaving with the Orphanage Caretaker and orphans. If he's come back and starts something Pha will try and handle things with his 'words' if that doesn't work he warns people if it comes to force he's going to fight dirty and win quickly... So I'll leave it up in the air if he makes a comeback or not, if he learned from the incident or not, or if he even knows who started the fire or not (Accident from his father knocking things over).
3) She pays him to do work, he does the work. She's okay. He's clueless about such things and doesn't pick up on clues so in true anime fashion when Mohsen teases him about it he gets all huffy (No point in starting a fight he can't win... bouts are currently at 500+ loses, no wins, no ties). He's indifferent to her but I guess he wouldn't want something bad to happen to her... he likes working for her.
@ Friar_Tuk
It's not part of the normal character creation but I figure the two NPCs were a tie in for us (PCs) into the setting and why we in town still (this area the village is in isn't a place for the faint of heart).
1.) I'm fine with you rolling your mutations, just follow the guidelines in the book. If they don't work for you or I see a problem we will discuss it, but there are only one or two things I saw as potential problems, so it likely won't come up.
2.) Yes I need 2 NPCs from you. Without giving away the plot, I'm looking for story books to drive your character to participate in the adventure. I want more motivation than "going because that's the story" this can literally be Anybody that you think could live in the village as I've described it so far and that makes sense based on what you've read about the general Numenera setting. No Kings or dragons secretly living in the tiny village, but just about anything else you might think of.
Note: The wording on how to roll for mutations is a bit vague and confusing. If I have interpreted it wrong, just let me know and we can rework these rolls.
Harmful mutation: Debilitating Telepathy. You are sometimes (usually once a day) afflicted with random bouts of cacophonous telepathy when thinking beings are within immediate range. You never gain valuable information, but for ten minutes, the overwhelming din in your head increases the difficulty of all tasks by one step.
Beneficial Mutation 1: Suggestive Voice: Your voice is so perfectly modulated that it is an asset in all interaction tasks.
Beneficial Mutation 2: Polyglot: When you hear a language spoken for at least one minute, you can communicate in that language as a native speaker for 28 hours.
Beneficial Mutation 3: *See Distinctive Mutation 2* Thick Hide: You gain +1 to Armor.
Distinctive Mutation 1: Snake Tail: You have a prehensile tail that is 6 feet long. It is an asset for all tasks involving grappling or wrestling. The tail can grasp large objects. Also roll on the beneficial mutations table. Enabler.
Distinctive Mutation 2: Spurs: You have large bony spurs on your elbows and knees that you can use as light weapons that inflict 1 additional point of damage. enabler.
Rolls
harmful mutation - (1d100)
(77) = 77
beneficial mutation 1 - (1d100)
(30) = 30
beneficial mutation 2 - (1d100)
(81) = 81
distinctive mutation 1 - (1d100)
(16) = 16
distinctive mutation 2 - (1d100)
(63) = 63
Beneficial Mutation 1 (Core Table) - (1d100)
(47) = 47
Distinctive Mutation 1 (Core Table) - (1d100)
(77) = 77
Beneficial Mutation 3 - (1d100)
(30) = 30
Druvin Meleks - middle-aged numenera technician. He is famous person in the cove because have wide and deep knowledge and understanding of all things numenera - technical, esoteric and else. He is very respected person. He is calm focused person, which is normally busy, and is quite beneficial too. It's known that he helped alot and was good friend of Triun - chief of the guard.
1: Irving Winters is Galen's master and adopted father. He knew Ilyana, Galen's mother, quite well - though he refuses to reveal the history there. He is a rough man who lived a hard life and has little patience for nonsense. He does have obvious affection for Galen, though he doesn't often show it beyond a stiff nod or pat on the shoulder. He is a skilled blademaster and retired adventurer.
2: Aileen Verigar is a seamstress in town who has a soft spot for the children in the town. She lost her three children to sickness when they were very young and her husband died in a farming accident. She is pretty universally well-liked and always willing to help others even above herself. Galen is fiercely protective of her as she was the only motherly figure he had in his life growing up.
A few "newbie questions" of my own:
Do armor bonuses stack? I have a +1 from a mutation, +1 from my Focus, and +1 from armor. Does that all add up to 3 or 1?
I'm assuming we all start at teir 1.
Attack modifiers; how do we determine them?
Also being a Nano (like what I'm playing) doesn't mean I'm a slouch in combat because I already cast a spell like a wizard and I need to run away from combat now due to the descriptor and foci picked. Healing is interesting since we have recoveries also. Also there's the misconception of skills. Anyone can make a roll, have training in it means it's easier, being specially trained in it more so, having an asset does the same plus other factors. Not having a Rogue to pick the lock on a chest or no skill at climbing to get over a wall doesn't mean you'll fail, there could be a Glaive with Carpentry so he looks at the structure and figures out how to jimmy it. Or no one knows how to climb but we have a grappling hook and rope, it's better than nothing right?
Jack play differently I think since they have a Flex skill that they can change daily/same with Driven (although it has to be towards your goals). Plus there's the mechanic of putting effort into a task which reduces the difficulty (this is more crunchy mechanics though) so may not be what you wanted to talk about.
I think we have at least one of each already so play what you want to try and play man.
@ Friar_Tuk (It 'may' stacks just remember if anything costs to activate that it's paid, and if activation is an action you don't have it until you do it versus an Enabler.)
Tier 1 is kind of the first rank.
If you're proficient with the weapon it's the normal target number, also if your know how to use Light Weapons they are one step down (easier to do). If you know how to use just Light Weapons and you pick up a medium it'll be a step up harder to use, Heavy would be two steps harder to use. Plus there's the use of Effort but this gets kind of crunchy to explain a little so probably not the thread for that kind of talk.
And sorry for not responding faster. I'm working and can ply take short breaks to post. But that will improve soon.
Carrick Muhnae is a Resilient Jack who Possesses a Shard of the Sun
Carrick grew up as the normal son of Kuj, a respected fisherman, until one day as he was cleaning the fishing machinery, he found something caught in the nets. As soon as he touched the odd-looking object, he was consumed by a massive burst of light. he was found a few minutes later, rocking on knees holding his head in his hands. He recovered quickly, seemingly no worse for wear - but a lesson was learned that day to be wary of the numenera.
Fast forward several years and he has grown into a strong young man. He still works the harvest with his father and the rest of the crew and has earned the respect of those he's with. Over the years, he's discovered that whatever it was that he had grabbed when he was a boy had left an indelible mark on him. Carrick glows slightly after being in the sun for a while, and he can make an object glow just by touching it. This has proven quite useful when working on a ship, as they have been able to work longer into the night and earlier in the morning, toiling by the light provided to them by Carrick. Some of those on the other ships speak of him carrying a curse, though never to his face.
He returned to Aldiea eager to participate in the Festival and the race. Of course, part of Carrick's eagerness to return to land is due to his budding relationship with Kylia, the eldest daughter of a greenhouse farmer. While she returns his interest, her father isn't keen on his daughter getting involved with a fisher. Says she'll be alone too much of the time, and there's too great a risk of becoming a young widow. But if Carrick would leave the sea....well, that'd be different conversation entirely! I'm thinking of this family unit as my NPC1, but if you want to use it as two, that's fine
Carrick is also looking forward to how Jarlho will react to Carrick's performance in the race. Jarlho is the leader of the fisher guild and will make the final decision after the race on if Carrick will be able to join the guild and which ship he'd be on. Being Kuj's son would normally be enough to keep the family together, but with his special powers, Carrick is worried that Jarlho will split them up. NPC2
I'll need to get two cyphers and one oddity from the GM.
I also 'have strong emotional connection with another PC and can change the color of the light you create in their presence' - any takers?
He returned to Aldiea eager to participate in the Festival and the race. Of course, part of Carrick's eagerness to return to land is due to his budding relationship with Kylia, the eldest daughter of a greenhouse farmer. While she returns his interest, her father isn't keen on his daughter getting involved with a fisher. Says she'll be alone too much of the time, and there's too great a risk of becoming a young widow. But if Carrick would leave the sea....well, that'd be different conversation entirely! I'm thinking of this family unit as my NPC1, but if you want to use it as two, that's fine
Carrick is also looking forward to how Jarlho will react to Carrick's performance in the race. Jarlho is the leader of the fisher guild and will make the final decision after the race on if Carrick will be able to join the guild and which ship he'd be on. Being Kuj's son would normally be enough to keep the family together, but with his special powers, Carrick is worried that Jarlho will split them up. NPC2
I have posted the list that I have on the NPC Guide thread. Let me know if I missed anything.
Oddity -A choker that emits holographic images of fish swimming in the air around you.
So Cyphers for Kveit (Friar_Tuk)
Force Screen Projector lvl 8 - A bracer of syth and metal that creates an immobile plane of solid force up to 20 feet by 20 feet (6.1 m by 6.1 m) for one hour. Theplane conforms to the space available.
Remote Viewer lvl 5 - A device that looks like a pair of glass mirrors. For one hour, the glass screen on one part shows everything going on in the vicinity of the other part,
regardless of the distance between the two parts.
Rolls
Cypher rolls - (1d100, 1d100)
1d100 : (30) = 30
1d100 : (72) = 72
Cypher Levels - (1d6+3, 1d6)
1d6+3 : (5) + 3 = 8
1d6 : (5) = 5
Oddity - A Bottle of twenty-four pills that make you vividly dream about your favorite memory when you next sleep
Fireproof Spray lv10 - A nonliving object sprayed by this cypher has Armor against fire damage equal to the cypher’s level for 28 hours.
Force Nodule lv 4 - For the next 28 hours, the armor the nodule is attached to is bolstered by a powerful force field, adding
2 to the Armor it provides.
Rolls
Cypher rolls - (1d100, 1d100)
1d100 : (29) = 29
1d100 : (26) = 26
Cypher Levels - (1d6+4, 1d6)
1d6+4 : (6) + 4 = 10
1d6 : (4) = 4
Carrick(njohn858)
Oddity - A small coin purse that can hold twice as much as it appears that it should (its bigger on the inside!) (This pouch looks to be about fist size, but through interdimensional technology can hold up to a bowling ball in volume. Weight remains the same though)
Cyphers
Force Shield Projector lv 4
Form: A ring that has two spinning segments. Activated by aligning the two halves of the shield symbol and sliding the segments together.
Effect: Creates a shimmering energy shield around the user for one hour, during which time he gains +3
Armor.
Stim lv 1
Form: A blue nanite filled pill that must be swallowed
Effect: Decreases the difficulty of the next action by three steps.
Rolls
Cypher rolls - (1d100, 1d100)
1d100 : (84) = 84
1d100 : (31) = 31
Cypher Levels - (1d6+3, 1d6)
1d6+3 : (1) + 3 = 4
1d6 : (1) = 1
Questions about Carrick
1.) When the Light Numenra fused with Carrick, he saw beings, possibly from a previous world, or another world altogether. What did they tell him that scared him so much he couldn't sleep until pure exhaustion finally overcame him? What is it that haunts his dreams still? Has Carrick ever told anyone else?
2.) Carrick once overheard his father and Jarlho talking in a tavern. The older men thought Carrick had gone home to bed. Jarlho has indicated that Carrick has the makings of a good captain and may prove to be the youngest man to reach the position in Fishers Guild history. It might have been idol chatter, a good natured exchange of compliment, or Jarlho might have meant it; Carrick doesn't know. How did it make Carrick's father feel that his son might out do his own accomplishments?
3.) Carrick has heard the objections of Kylia's parents to their potential match. He will be completing the Rite of Ascension, or so he hopes. Has he given any thought to what he will do? He can't be a Fisher and be with Kylia, positions on shore are for senior, decorated captains who are to old to pull nets.
4.) Is Kylia participating in the Rite of Ascension this year? If not why? Perhaps she completed it last year or just wasn't picked by The Seer? The Seer has his own way of choosing who can participate.
2) Kuj is torn about the promise his son shows. As any good father would, he wants Carrick to accomplish more than he has, but Carrick is the only remaining family he has, so he wants to keep his son close.
3) Carrick has given much thought to what might happen after the Rite, but as he doesn't know what the results would be or what the Seer might say, he hasn't made any plans. He's hoping that whatever the Seer says will somehow smooth things over with Kylia's parents. But if not.....he has a fretful decision to make - give up his love of fishing and being with his father for the woman he loves? Or perhaps Kylia would be willing to work the harvest with them, hard and hazardous as that may be...
4) We'll go with her not being picked by the Seer.
The book suggestion is "a keyword that shuts down your parts", but I don't really like that one. Other ideas?
Also did you read up on the special healing? Part of your pools will need to be repaired I think since you're partially machine I think.
If you wanted to go a different route for the connection, someone in the group when they help repair you it feels 'good' compared to normal, you have no idea why or how you really feel about it.
She was born with bony ridges instead of lower arms and legs. Her mechanical parts are comprised of nanites that she has learned to control enough to form arms and legs around these bony ridges, so she would also be somewhat fascinated to learn hand to hand combat techniques.
I'm at a loss about the "secret". The book made it sound like the mechanical parts could be secret; like the character is hiding their nature, but I think this character in this community would have a pretty hard time of that. So I am looking for other ideas. Open floor to anyone.
Anybody want to be that connection?
Anybody want to be that connection?
I need to post her full background, but the short version is that she is physically mutated, but found some sort of artifact by accident which contained these nanites. The nanites fused with her body and, over the course of years, she learned to control them and make them take the forms she wanted.
This has a couple ramifications: She can function just fine without the mechanical arms and legs; she just can't stand upright or grasp anything as she has no hands or feet, just bony spines. Secondly, she has no idea of the origin of these nanites. That could come up in any number of ways; these are mysterious artifacts of the Ninth World that have permanently (as far as she knows) bonded with her body.
Rolls
FM 1, FT 2 - (1d2)
(2) = 2
For foolsmask; use and/or alter that as you like. The could could be a remnant of a past society, and other artifacts from that same society may emit similar energies. Or, feel free to remove the cloud and replace it with whatever maguffin you'd prefer :)
Kveit's mother died in childbirth. The bony spines she has in place of arms and legs cause massive blood loss. Kveit's father wanted her killed as a monster, but someone saved Kveit and gave her into the care of an elderly woman in the local mutant "ghetto". Perhaps your character as a child heard she was going to be killed, and stole the infant from her crib. Seeing her deformities, he took her to the local mutants to be cared for.
(Note: Kveit's father and this elderly mutant woman are going to be two of my NPCs, they will be included in my background post, coming soon)
She is Driven Glaive who Exist in Two places at once.
Kveit's mother died in childbirth. The bony spines she has in place of arms and legs cause massive blood loss. Kveit's father wanted her killed as a monster, but someone saved Kveit and gave her into the care of an elderly woman in the local mutant "ghetto". Perhaps your character as a child heard she was going to be killed, and stole the infant from her crib. Seeing her deformities, he took her to the local mutants to be cared for.
Carrick is one of the few fisherfolk who treats this NPC kindly. Most of the others avoid him due to the local mutant prejudice, but Carrick always makes a point to stop and chat with this NPC. Thus, he and Kveit met. Carrick was one of the first "normal" children to ever treat Kveit like a person, so she has strong feelings toward him (perhaps a bit if a youthful crush?). Carrick was kind to Kveit at first because he knew her story, but has come to respect her tenacity, inquisitiveness, and open-mindedness.
Does all that work for you njohn858?
your talent unnerving and unsettling. For her,
the difficulty of any task made to help your
duplicate is increased by one step.
2. Pick one other PC. This character seems
convinced that you are really a pair of identical
twins with no actual powers.
3. Pick one other PC with a companion. This
PC’s companion seems to have an unusual
relationship with your duplicate.
4. Pick one other PC. You used to move
in the same social circles and knew of each
other, but you had never been introduced.
your talent unnerving and unsettling. For her,
the difficulty of any task made to help your
duplicate is increased by one step.
2. Pick one other PC. This character seems
convinced that you are really a pair of identical
twins with no actual powers.
3. Pick one other PC with a companion. This
PC’s companion seems to have an unusual
relationship with your duplicate.
4. Pick one other PC. You used to move
in the same social circles and knew of each
other, but you had never been introduced.
Kveit was born to a "normal" man and woman. Farmers living outside of town. It was clear when she was born that she was not "normal". She was hairless, her brows, cheekbones and jawline were studded with spiky bone protuberances and her spine ended in a long, sinewy tail. But most importantly, she was born without lower arms or legs. Her skin ended at the elbows and knees, but her bones did not. They became spiky, jagged spurs with sharp tips and edges.
These bony spines proved to be her mother's greatest bane; she died in child birth due to extreme blood loss. Kveit's father wanted to kill the "newborn monster", but the midwives forbade it, and took Kveit to the small mutant district in the village and gave her into the care of Mama Zifnaby, an eternally elderly mutant woman known to take in mutant children of "normal" parents.
Kveit grew up smart and inquisitive. Her bony arms and legs proved to be quite good for moving about on all fours, so she was mobile early in life. This mobility, combined with a natural inquisitiveness, got her into trouble many, many times. When she was old enough to understand the horrified looks and the cruel comments of the townsfolk, she took to roaming the hills and coastlines at the outskirts of the farms. She avoided crowds of people for the most part. Occasionally, she felt like she could hear their thought, and would become overwhelmed by it. She especially avoided her father's farm. Rumor had it that he had taken to drinking heavily, and had vowed drunkenly to kill his "murderous demon daughter" if he ever got the chance.
One day, as Kveit was exploring a cave she found in the local hills, she stumbled across an odd shaped metal ball. This ball was faceted, like a gemstone, and glowed with a soft, purplish light. Kveit poked at it with a bony arm, then scratched at a nodule on one of the facets. When she did this, the ball burst open and a roiling cloud/puddle of purplish gray enveloped her, pouring into her nose, mouth, ears, and nether orifices; Kveit passed out from the pain and shock. when she awoke, she was still lying in the cave, with the faceted metal ball (no longer a ball, now each facet stood out from a hollow internal superstructure) nearby. She reached for the ball with a claw, and long amorphous tendril of something metallic slithered out from her upper arm. After the initial shock wore off, she found she could control this tendril. She willed it to withdraw and, after some moments, it did so.
She wrapped her tail around the "ball" and made straight for home. She explained to Mama about the ball, and asked what she should do. Mama smiled, told her she was blessed by the ancient ones, and that she must learn to control that blessing.
Kveit has spent the intervening years learning to control her new nanite parts and learning to fight and hunt. She still avoids the town proper, and especially the farmlands around her father's farm. She occasionally makes a few shins by translating for the rare trading caravans that come through the area. Her Polyglot ability allows her to understand and communicate with those from other lands. She loves hearing about these far flung places.
She is young, only 16, but has decided to put herself forward to be chose by the Seer anyway. She has come to believe that she is meant for something bigger than this furtive life as a village outcast. She longs to see the wider world and discover new places and people. She hope to find a place where people will accept her, as have her few friends here in town. Though young, her hard and independent life have matured her beyond her years.
NPCs:
Mama Zifnaby: Often just called Mama. Zifnaby is an ancient crone living in the mutant ghetto enclave of the village. She is so old that nobody in living memory can recall her as being anything but an old woman. The oldest local gaffers, if you get a few drinks into them, will tell you that she was old, wrinkled and crooked when they were but children. Zifnaby makes her living as a fortune teller. Her predictions are eerily insightful and often come true. She has a reputation for taking in mutant children born of non-mutant parents.
Epee Gurosoa: Kveit's father. He is a local farmer, once a respected member of the community. That all changed when his wife died in child birth. After that, he took up drinking heavily, and his fields went to weeds. He has traded off most of his former farm holdings, only keeping a couple sallow fields where he grows a meager crop suitable to keep him alive, fed, and in drink. He rarely talks to anyone and is almost never seen off his land. On the few occasions he has made his way into town (usually after brokering some deal, with shins jangling in his pockets) he has made a scene at the local tavern. Once he gets drunk enough, he inevitable begins raving about his "demonic daughter" and how she needs to be put to death for "killing his wife". There was an ugly scene once where he tried to go into the Mama Zifnaby's hovel and do the deed himself. But he was turned back somehow by Mama herself, without ever entering the place.
Koser: Koser is a local mutant who enjoys an almost normal relationship with the community. He looks like a normal human, but has the ability to "melt" his arms into amorphous forms. This, combined with a natural aptitude for mechanics, has garnered him a place on the maintenance crew for the fishing vessels. The other mechanics treat him with respect, but the fisher folk generally mistrust and avoid him. His status in the community and his "wealth" (relative to the other mutants) has made him sort of spokesman for the local mutant community. He is sometimes invited to village council meetings as a representative for "his people". Not often though...
PC’s companion seems to have an unusual
relationship with your duplicate.
Have no current connection to
Triat
Pha
Carrick
APPEARANCE
Age: 17
Height: 6'2"
Weight: 200 lbs
Hair: Brown
Eyes: Green
Skin: Tan
Glaive Connection: You trained with a highly respected mentor. He has many enemies
BACKSTORY
Galen was born in Uncegilla Cove shortly after his single, pregnant mother arrived, apparently on the run from her brutal husband. She died from a sickness shortly after childbirth and Galen never met her. He was adopted by Irving Winters, a retired blademaster and apparent friend of Galen's mother, Ilyana Teth.
He has been raised with the blade and Irving's no-nonsense tendencies and though he emulates them to some degree he is a bit more lax and is known to lower his guard every so often. Upon completion of his formal training Galen received a greatsword called Reaver from Irving as a gift. Besides Reaver he has one other possession that he cares for, a plain gold ring that his mother wore before her death which he keeps on a chain around his neck.
He is always willing to work hard and never gives up, traits passed to him by his master. He doesn't judge others on anything besides their actions, feeling that it's foolish to discriminate based on unchangeable inherited traits.
CONNECTIONS
1. Kveit has been showing great promise in training with the blade despite her potential handicaps
2. While out for training one day Kveit's nanites disassembled and freaked out when a strange storm passed overhead.
Then also comes type/class connection which is not strict and completely character background dependant (story connection)
PS. Nice format. I will adopt it to post about Triat
PSS . I am really happy to play active Numenera game as player. GP needs more Numenera activity, because system rocks.
Once I feel like I have my feet under me, I plan on running a homebrew Cypher System campaign. The theme will be combination of Noir/Horror and Steampunk. I'll post about it here when the time comes so y'all can get first crack at it.
APPEARANCE
Age: 18
Height: 210cm
Weight: 75kg
Hair: Red ginger
Eyes: Dark Olive
Very muscular, hulking ginger-hair lady, with very driven and determined behaviour. She emits determination, and values power, prowess, and is daughter to old Cove's Chief of Guard. She is ambitious, self-centered, and often blunt. She wears only light skin armours, and from very young age she been trained to be very tolerant to weather conditions and physical hardships.
BACKSTORY
Triat is young determined lady. She is abnormally big - 2.1m tall, and while she is well fit - simply he is just really tall and she is muscular and well trained physically by her old father - elder Triun was chief of Cove's guard for many years. For many years he had dream about boy, but his wife had health problems and was not very reproductive. Triat was only child, which has grown in enviroment of father's ambition to have strong hero-like sibling, who will be person to admire, to follow and respect for anyone in the Cove. She is very ambitious, competetive girl - as her father, and she have something that frightens others even more - her ability to duplicate herself. People talk that she started to duplicate herself after one harsh winter group of numenera trades arrived from the South. People tell her father bought some very expencive numenera from one of the traders, investing almost all savings Triun family had. For few months small girl had odd behaviour, and then everyone noticed that she plays and manipulates own copy which made of nanites.
She uses old huge fishing hook as heavy two-handed weapon, while her copy holds the lighter version.
Despite being young girl everyone in the village know - she was grown as fighting machine by her old, respected in the cove father.
Triat played with her duplicate from childhood. She knows that the duplicate have nano nature , but he threats it like herself - with care, pride, but she see her as her own extension. Something that is part of her, like normal people threat own hands or legs - but for her another copy of her exist, bound to her will. Yes, she have a name - Tairt (Name of Triat backwards)
She is quite ambitious, self-loving and sometimes over-confident. Her drive is her boon and bane, as she listens less, and act more following her inner drive. Her determination provided with her ambition and ambition of her father. She was educated, grown to be first. The best. Powerful, mighty, respected and fearsome. She is fond of her advantages over weaker youth of the cove, and when she was younger she had problems with anger management, which dissolved when she became older and got proper, sometimes harsh lessons from her father.
CONNECTIONS
1. Kveit is confused by Triat's ability to duplicate herself, and she often addresses Tairt (Triat duplicate) and thinks that she is the real one.
2. Carrick finds Triat's talent unnerving and unsettling. For him, the difficulty of any task made to help your duplicate is increased by one step.
PS. @Friar_Tuk
I've built complex and huge Numenera-based homebrew setting and i am running game here, on GP. Players say that it one of most complex and content rich systems. Perhaps i will do some systematization and even some site for it once i will polish it and will run the full game of it which for now is set being open-ended. It's still running and it's open for public views, called Octagon - you can check and read it - i am fond of story based approach promoted by Numenera creator. I really like flexebility and approach of the system, and it's lightness. It's like JavaScript of the tabletop RPG games.
Triat drive comes from ambition and how her father educated her - to be responsive hero-like person, and she thrives to be the best in any things she do, and what she knows to do is mainly things related to physicall prowess, survival and might and combat. So Drive skill should be something combat/prowess related. As it could be switched we could assign few skills that could be selected each day - one - from this list:
For example:
Defence (Speed)
Defence (Might)
Intimidate
@foolsmask What do you think?
Triat drive comes from ambition and how her father educated her - to be responsive hero-like person, and she thrives to be the best in any things she do, and what she knows to do is mainly things related to physicall prowess, survival and might and combat. So Drive skill should be something combat/prowess related. As it could be switched we could assign few skills that could be selected each day - one - from this list:
For example:
Defence (Speed)
Defence (Might)
Intimidate
@foolsmask What do you think?
Finally, I find myself looking at page 25 of the core book in the section on Skills. It says:
1.) Your mentor and adoptive father is a master swordsman. He used to serve in the town guard as a peacekeeper. Does he still? if not, what is his stated reason for quitting? If he still is a peacekeeper, what is his reputation in the aldiea? Is he well liked or thought poorly of, and why is that?
2.) You suspect there is more to the Widow Fesessa's story than anyone will tell you. What secret do you think she is keeping?
3.) What does Galen intend to do once he has completed the Rite of Ascension? Everyone must be a productive member of society you know. If you aren't they might exile you or something.
1.) Mama Zifnaby does not like The Seer, though she never shows open animosity to the person many in town see as something of a religious figure. There is more to it than a professional rivalry between them though. What has she told Kveit about why she doesn't like The Seer?
2.) Your father may be a ruin of his former self, but you hear that a he has had a female caller on occasion. How does that make you feel?
3.) The day you were chosen by The Seer, you had been thinking about the Rite a lot. You had only just made up your mind to present yourself to The Seer and ask to be chosen when you found yourself face to face with the ancient being. Handing you the container delineating your status, The Seer said one word to you. What was is and what do you think it means?
My Mystical Nano who Rides The Lightning needs:
3 cyphers
2 oddities
I'll roll up your Cyphers shortly and edit this message. Your oddities are listed
Oddities
A chipped glass bead that allows one to see great distances when looking through it. (will be handy later when you can teleport)
A tube of gel which relieves pain on the skin of most people and induces labor in pregnant women. (No actual Recpvery of pool points)
Cyphers
Antivenom lv 5 - A vial of clear yellow liguid. Renders user immune to poisons of the same level or lower (and ends any such ongoing effects, if any,already in the user’s system).
Datasphere siphon lv 3 - A handheld clamshell device. Tapping into the datasphere’s knowledge, the user can learn the answer to one question.
Temporal Viewer lv 9 - A large cylinder with many dials and buttons on a control panel. A circular glass screen can be raised. When activated the screen displays moving images and sound, up to ten minutes in length, depicting events that occurred at the
current location up to one year prior. The user specifies the time period shown by the viewer by adjusting the settings on the control panel.
Rolls
Cypher rolls - (1d100, 1d100, 1d100)
1d100 : (2) = 2
1d100 : (91) = 91
1d100 : (11) = 11
Cypher Levels - (1d6+2, 1d6, 1d6+4)
1d6+2 : (3) + 2 = 5
1d6 : (3) = 3
1d6+4 : (5) + 4 = 9
So the Driven skill is similar to Flex skill with it's mechanics.
Great , so i will set it as the game moves, once a day, following how Triat percieves her needs in order to satisfy/fulfill her drive and ambition.
1.) Mama Zifnaby does not like The Seer, though she never shows open animosity to the person many in town see as something of a religious figure. There is more to it than a professional rivalry between them though. What has she told Kveit about why she doesn't like The Seer?
2.) Your father may be a ruin of his former self, but you hear that a he has had a female caller on occasion. How does that make you feel?
3.) The day you were chosen by The Seer, you had been thinking about the Rite a lot. You had only just made up your mind to present yourself to The Seer and ask to be chosen when you found yourself face to face with the ancient being. Handing you the container delineating your status, The Seer said one word to you. What was is and what do you think it means?
2.) Confused anger. Kveit does not know her father at all. She knows who he is, and knows he wants her dead. Otherwise she avoids him. The confusion and anger has to do with her father blaming her for taking "the love of his life", then possibly finding comfort in the arms of another.
3.) The seer said, "Verdandi", which means absolutely nothing to Kveit.
@remnant - I'll forward you my background in PM, so that we can tighten the connective tissue somewhat.
2. I think that Widow Fesessa used to be married to someone very important, or was someone of great importance herself but something happened and she lost her status.
3. Galen is planning on becoming an adventurer as Irving was, either that or he will become a peacekeeper.