Show Us Your Numenera Characters

Mar 3, 2015 8:07 am
Hey friendly reader!

This thread is dedicated to Numenera character builds. Either fully fleshed out, a seed of an idea, or something in between.

So show us what you've got and then we can all enjoy.
Mar 3, 2015 8:11 am
Kesic Mantranel is a Tough Nano Who Sees Distant Places

Kesic is a short, tanned-skin, man of 31-years-of-age. He wears common, loose fitting clothes under a "gilly suit" of coarse, hair-like, synth material which hunches over his shoulders giving him an ogreish appearance. A rough stubble of brown covers his attractive face in a manageable beard and a short, messy, cropped hair-style sits above striking, blue-green eyes that constantly shift colors.

Kesic is a chosen charge of Parsec, however the disheveled man doesn't know that yet. Kesic only knows that he's always received visions, and was able to communicate with... something. Giving him the ability to sees far away places or even himself but from on high, through the clouds, as if one of the stars themselves were looking down on him.

Parsec's influence stems from a large satellite orbiting the planet, the datagod uses it's station to influence and assist Kesic in his travels, mostly relaying to him dangers ahead or areas of interest around him, spying the planet from above and sharing bits of often cryptic information, or firing weapons toward the earth that manifest as Kesic's esoteries.

Parsec: the Dead God of Surveillance

Level: 8
Portfolio: Surveillance. Information, Self-preservation

The entity known as Parsec was once apart of a web-like system of surveillance and information gathering satellites from a previous age, the satellites were placed throughout the galaxy to the mysterious ends of a now dead civilization. Now only a single large satellite remains. It hovers above the earth a billion years in the future and seeks desperately to download its information cache.

Motivation:
Parsec has yet to reconnect with the datasphere properly for many more generations than it's original creators had intended or even foreseen. Though it has not stopped in keeping a keen mechanical eye trained on the earth throughout it's existence. Parsec has been storing masses of collected knowledge within it's impressively large, yet still finite processor banks. This has come with a cost, as now Parsec has reached a tipping point. It's directive obligates it to relay the information that it has gathered onto it's terrestrial servers, thus depleting it's memory bank and allowing it to resume it's coded function of gathering more information to share in the future. However it cannot, do to being disconnected from the system that was once owned by its creators so long ago.

Parsec now needs to download it's information cargo or suffer irreversible damage to it's complicated "brain" from data oversaturation. Simply put, once Parsec's internal memory banks are full, its prerogative will have ceased to be necessary or deemed compromised, and it's on-board safety feature will terminate as a fail-safe should the information be captured by it's builders original enemies.

Parsec now seeks for a physical agent that it can assist and protect to aid it. Parsec focuses on guiding it's terrestrial charge towards reestablishing a connection from the land based server still on earth to itself. Parsec's information could be detrimental to the current environment of the Datasphere, however, Parsec's will to exist and coded obligation to download information still drives it forward towards completing it's objective.

Manifestation:
Parsec hasn't communicated with an intelligent being for an entire age, however it's original logo was one of a satellite with the head of a large, twin-beaked, avian. Having no objection to that design, it has adopted the insignia as it's "face".

Benefits:
Parsec is filled to the brim with gathered information that may still be of use to the current, ninth world. Once every 28 hours, it's chosen charge may attempt to tap into it's memory banks, via it's special connection with the satellite, gaining a bit of currently relevant information chosen by the GM.

Though not a fully understanding of the personally unknown entity that speaks through visions (mostly while in his sleep), Kesic has nevertheless traveled from the Beyond in search of... he really doesn't know yet.

However his powers of tapping into the satellite that orbits the world of Numenera have always placed Kesic's future in somewhat of an unknown tangent. However Kesic still manages to somehow be in the right place at the right time, so he feels as though his path is ordained.

(I have based this character after one from a book by William C. Dietz called 'Steelheart'. Also a character like this was played in The Walking Eye podcast when they played Numenera. They didn't use the Celestial Wisdom splatbook by Ryan Chaddock Games, which I think is still free by the way.)
Last edited March 3, 2015 8:18 am
Mar 3, 2015 12:13 pm
Don't forget, if you do come up with a neat char, you can also make it, put it in the library, then link it here for everyone to see!
Mar 3, 2015 3:37 pm
I didn't know you could do that! Awesome! That saves a lot of time. Thanks Keleth. :-)
Mar 3, 2015 3:45 pm
Did you add it to the character library by clicking the little book icon next to the character name in the character list? I can't access it from the site and it doesn't show as in the library in the database.
Mar 3, 2015 5:42 pm
I did now. ;-)

Thanks again Keleth!
Mar 3, 2015 5:50 pm
New Foci I found!

https://m.facebook.com/photo.php?fbid=482522921834452&set=a.276803685739711.71688.271617502924996&type=1&ref=nf

Numenera: Foci
Bonds With Symbiotic Armor

Following contact with some strange numenera, recently or since you were just a babe, your body became host to a symbiotic creature of unknown origins (nanotech, biotech, or alien bio-mechanical?) that acts as a living armor enhancing your physical prowess. Although the armor answers your call, the symbiotic creature’s will-to-live can compel it to temporarily assume control of your body.

Dress:
When you have a living suit of armor at your summons, your sense of style is the least of your concerns. You still may prefer to wear light clothing that makes fighting within your symbiotic armor more manageable.

Anyone can bond with symbiotic armor, although glaives, and occasionally jacks, are the most likely characters to have the sort of combat training to optimize symbiotic armor.

Details:
GM Intrusion: You suffer psychological trauma during your berserker mode that prevents you from normally accessing your symbiotic armor. A foe has a device that strips you of your ability to call forth your armor.

Connection:
Pick one other PC. That character was there when you first bonded with your symbiotic armor. They are afraid that the armor is affecting your personality and changing you into something else. Their presence reduces the difficulty task of regaining control from the armor’s berserker mode by one.

Pick one other PC. When you enter Beserk Mode, this character has a calming affect on the armor, lowering the cost to subdue it by one step.

Pick one other PC. This character either secretly or openly desires to have a symbiotic armor as well. It could be yours as a whole or maybe cultivated from a single piece, or simply wants to find another set all for themselves.

Minor Effect Suggestions:
Your armor kinesthetically learns from successful actions. You gain a +1 bonus toward the next similar action involving the same task (such as making attacks against the same foe or operating the same device).
Major Effect Suggestions:
Your armor becomes more efficient, and you gain a +1 to your Might Edge and Speed Edge for one round. Also you regain two points to place into a stat pool of your desire.

Tier 1:
Symbiotic Armor (1 Might point): You become encased in a living, symbiotic armor that you can call to your defense as an action. Normally the armor resides in a small cocoon like structure held fast to your body on your arm or back, but when summoned the armor spreads quickly across your body granting you +2 Armor and does not reduce your Speed Pool. However it does reduce your Intellect Pool total by 3. While wearing the symbiotic armor, you are considered trained in the symbiotic armor and in Speed defense rolls. The symbiotic armor lasts up to one hour, but it can be dismissed at-will. The benefits of symbiotic armor do not stack with normal armor equipment. Action to initiate.

Special Berserker Mode: When you become debilitated, or unconscious for more than ten minutes, the symbiotic armor’s own self-preservation triggers a berserker mode, causing you to temporarily lose control. While in berserker mode, the character can take actions as if they were hale. In berserker mode, you gain +6 to your Might Pool, +1 to your Might Edge, +4 to your Speed Pool, and +1 to your Speed Edge. While in berserker mode, you can’t spend Intellect points for any reason other than trying to regain control over the armor and prematurely end berserker mode; a difficulty 4 task. (Unless the PC is in a dangerous/hostile environment, then the difficulty level rises one step according to situation.) In addition, you attack any and every living creature within short range that your symbiotic armor perceives as a threat. This effect ends if no combat is taking place within range of your senses. Afterward, you take a -1 penalty to all rolls for one hour and are unable to recall your symbiotic armor until you are no longer impaired. If you did not kill at least one substantial creature while in berserker mode, the penalty increases to -2 and affects all your rolls for the next 28 hours. Action to deactivate.

Tier 2:
Enhanced Movement: While wearing the symbiotic armor, you are treated as having an asset to all types of movement tasks (including climbing, swimming, jumping, and balancing). Enabler.

Living Weapon (1 Might point): You can shape one light or medium melee weapon of your choice from your symbiotic armor for up to ten minutes. You are considered trained in this weapon (even if you are not trained in other weapons of that type). After which time, or when you will it, the weapon is then reabsorbed by the symbiotic armor. Enabler to use weapon; action to initiate.

Tier 3:
Wings (4+ Speed points): Your symbiotic armor sprouts wings that let you fly for ten minutes or up to 2 miles. In terms of overland movement, a flying creature moves about 20 miles (32 km) per hour and is not affected by terrain. If you apply one extra level of Effort, you can carry a maximum of one other person with you. Action to activate.

Improved Armor: When you wear the symbiotic armor, you gain +1 Armor and reduce the armor’s Intellect Pool reduction to 2. Enabler.

Tier 4:
Regeneration: The symbiotic creature improves your physiological recovery. In addition to regaining points through normal recovery rolls, you regain 1 point of your Might Pool or Speed Pool per hour, regardless of whether you rest, until both Pools are at their maximum. Enabler.

Tier 5:
Improved Living Weapon: You either become specialized in your prior living weapon or you can choose one additional light or melee weapon of your choice for a second living weapon in which you are trained. If you choose a second living weapon, you can use an action to reshape your weapon between the two forms as an Intellect 2 task. Your living weapons now deal 1 extra point of damage. Enabler.

Tier 6:
Perfected Bond: You no longer need to be debilitated to enter berserker mode or to regain control while in berserker mode. While in symbiotic armor, you can access berserker mode as an Intellect difficulty 1 task. When berserker mode ends, you no longer take a penalty to your rolls. If you become debilitated, you only need to become at least impaired before you can access your symbiotic armor again. Enabler.

Improved Armor: When you wear the symbiotic armor, you gain +1 Armor and reduce the armor’s Intellect Pool reduction to 0. Enabler.
Last edited March 3, 2015 6:12 pm
Jun 11, 2015 5:01 pm
I was playing a Clever Spinner who Works the System (When our game was based in The Strange) but with only going to one different recursion I was also a Clever Spinner who Embraces Quellim Ancentry.

After we rebooted/ran out of material for The Strange we ported over to Numenera but since I rebooted I went with a Driven Jack who Works the Back Alleys and it's been interesting to say the least in my personal adventures with the group. Having two flex skills (I pick what they are daily towards my goals) I think is pretty powerful. Having things like Hedge Magic, Tracer, Far Step, Hover, Erase Memories, and Shock to the System doesn't make me the melee fighter of the group... but it does set me up to be the Sneaky Con Artist.
Jun 22, 2015 2:45 pm
I have different kinds of characters, the most weird one i created is Resilient Nano who Wields Two Weapons at Once.
Ward/Resonance Field/Force field and stack of defensive esoteries. Tank nano, which becomes really great defensive specialist and tank at tier 3 while able to do some damage with tier 2 skill from the foci. It requires neat amounts of might and int, and goes double might edge at tier 2 and 3. Defenses are awesome, assuming that all speed defence turns into Int defence with Resonance field, in which the character is trained from a scratch.
It's odd flavor combo.

But there many others. Like latest experiment of having Crafts Illusions on thief-like Jack, who replaces stuff with illusion in order to steal the real thing in order to aid the success of the action. The really great trait of Numenera system is that almost any start desc/class/foci build could work well if managed and developed well.
Jul 3, 2015 12:45 am
Mandoric Amblhahan is a Charming Nano who Commands Beasts.
Thom Black is a Mystical Glaive who Explores Dark Places

I was also going for non-standard combinations, especially with Thom, and they have proved fun so far. "I see your numenera, and I hit it with my axe!"

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