Feb 23, 2017 6:39 pm
The Numenera Character sheet can be used to translate the NTYE character attributes. I will first explain how to build the character, and then I will post a 'how to convert to the Numenera character sheet' so we have something official to track points.
1. Give your character a name: __________
2. In NTYE, there are three levels of character complexity, and are represented by an increasingly complex sentence formula. But, with a little parental help, we'll just all assume the most complex formula: Name is an Adjective Noun who Verbs.
Gastrock is a Smart Astronaut who Solves Problems.
Laila is a Sneaky Ninja who is a Master of Disguise.
ZX29 is a Sentient Robot who Builds Computers.
Thiebeaux is a Flying Super Hero who Breathes Underwater...
3. Each player gets 10 points to spread across these four trait pools
(Max points in one trait = 4, Minimum = 1).
Tough: covers all strength/physical actions.
Fast: covers all speed/dexterity actions.
Smart: covers all intelligence/mind actions.
Awesome: these points are used to help reduce task difficulties for teammates.
Examples:
Knight/Warrior : Tough (4), Fast (3), Smart (1), Awesome (2)
Rogue/Ninja : Tough (2), Fast (4), Smart (3), Awesome (1)
Hacker/Magic : Tough (1), Fast (3), Smart (4), Awesome (2)
Fairy/Healer : Tough (1), Fast (3), Smart (2), Awesome (4)
4. Knack and Talent.
Knack is a "special skill" derived from the Adjective that allows the player to spend one point from a trait pool to reduce any action to a Cinch (which means a difficulty of 1, or certain success).
Laila is a Sneaky Ninja, so her Knack is: Sneak. If she needs to sneak past a room full of guards at a difficulty of 5, she can spend 1 point from her Fast or Smart pool to reduce this to a 1, and automatically succeed.
Talents are basically "special abilities" that are derived from the Verb associated with your character.
ZX29 Builds Computers, so it's Talent could be something like: Solder, Weld, Power, Fuse, etc... and when ZX29 is faced with a need to permanently lock a door, or stop a destructive machine, or whatever, it can use it's Talent: Weld to fix the offending object to the metal floor, or whatever.
5. Choose a defense type: Armor or Hustle
Armor: +1 to physical defense actions
Hustle: +1 to evasive defense actions
6. Choose a Companion & their favorite Treat.
Companions can be just about anything from an imaginary pet, to an invisible boy, to a stuffed teddy bear, to a ferocious flying unicorn, to a... you get the picture. The companion is described with a simple sentence: Name is a Noun.
Gastrock's companion: Blinky is a Drone.
Companions get to carry a 'cypher' which is a special ability/object that enables them to help the players in times of trouble. I'll provide a random cypher for each companion when the time comes.
Treats : Determine what kind of treat your companion would eat/like. Giving your companion a treat after they have used their cypher (cyphers are a one-and-done special effect) allows them to get a new cypher/special ability.
Blinky likes to snack on strings of bright, LED lights.
7. Stuff.
There are two other pools that each character has: Coins and Fun.
Coins : Everyone starts with 5 coins. These are used for buying things in game.
Fun : Every player has 3 points that are used to replenish health/stat pools. One modification I use for this game is to require a physical activity to accompany the spending of a Fun point. To replenish stat pools, I make my kids spend a Fun point, AND, run around the house, or do 10 jumping jacks, or burpees, or whatever...
8. Equipment.
Weapons can be just about anything:
Eagle Feather (Tickle Attack = +2 damage)
Shoulder Mounted Parrot Cannon (Cracker Attack = +2 damage)...
Inventive/creative "weapons" don't necessarily have to do physical damage, they can distract, immobilize, intimidate, entertain, whatever. The main thing is that they usually have +2 effect. The NTYE Core Book differentiates Melee from Ranged weapons, but... there really isn't a reason to do so outside of reasonable application of the weapon. An enemy who is on the roof of the building across the street can NOT be hit by a swinging sword, but could be shot at with a bow and arrow.... common sense.
1. Give your character a name: __________
2. In NTYE, there are three levels of character complexity, and are represented by an increasingly complex sentence formula. But, with a little parental help, we'll just all assume the most complex formula: Name is an Adjective Noun who Verbs.
Gastrock is a Smart Astronaut who Solves Problems.
Laila is a Sneaky Ninja who is a Master of Disguise.
ZX29 is a Sentient Robot who Builds Computers.
Thiebeaux is a Flying Super Hero who Breathes Underwater...
3. Each player gets 10 points to spread across these four trait pools
(Max points in one trait = 4, Minimum = 1).
Tough: covers all strength/physical actions.
Fast: covers all speed/dexterity actions.
Smart: covers all intelligence/mind actions.
Awesome: these points are used to help reduce task difficulties for teammates.
Examples:
Knight/Warrior : Tough (4), Fast (3), Smart (1), Awesome (2)
Rogue/Ninja : Tough (2), Fast (4), Smart (3), Awesome (1)
Hacker/Magic : Tough (1), Fast (3), Smart (4), Awesome (2)
Fairy/Healer : Tough (1), Fast (3), Smart (2), Awesome (4)
4. Knack and Talent.
Knack is a "special skill" derived from the Adjective that allows the player to spend one point from a trait pool to reduce any action to a Cinch (which means a difficulty of 1, or certain success).
Laila is a Sneaky Ninja, so her Knack is: Sneak. If she needs to sneak past a room full of guards at a difficulty of 5, she can spend 1 point from her Fast or Smart pool to reduce this to a 1, and automatically succeed.
Talents are basically "special abilities" that are derived from the Verb associated with your character.
ZX29 Builds Computers, so it's Talent could be something like: Solder, Weld, Power, Fuse, etc... and when ZX29 is faced with a need to permanently lock a door, or stop a destructive machine, or whatever, it can use it's Talent: Weld to fix the offending object to the metal floor, or whatever.
5. Choose a defense type: Armor or Hustle
Armor: +1 to physical defense actions
Hustle: +1 to evasive defense actions
6. Choose a Companion & their favorite Treat.
Companions can be just about anything from an imaginary pet, to an invisible boy, to a stuffed teddy bear, to a ferocious flying unicorn, to a... you get the picture. The companion is described with a simple sentence: Name is a Noun.
Gastrock's companion: Blinky is a Drone.
Companions get to carry a 'cypher' which is a special ability/object that enables them to help the players in times of trouble. I'll provide a random cypher for each companion when the time comes.
Treats : Determine what kind of treat your companion would eat/like. Giving your companion a treat after they have used their cypher (cyphers are a one-and-done special effect) allows them to get a new cypher/special ability.
Blinky likes to snack on strings of bright, LED lights.
7. Stuff.
There are two other pools that each character has: Coins and Fun.
Coins : Everyone starts with 5 coins. These are used for buying things in game.
Fun : Every player has 3 points that are used to replenish health/stat pools. One modification I use for this game is to require a physical activity to accompany the spending of a Fun point. To replenish stat pools, I make my kids spend a Fun point, AND, run around the house, or do 10 jumping jacks, or burpees, or whatever...
8. Equipment.
Weapons can be just about anything:
Eagle Feather (Tickle Attack = +2 damage)
Shoulder Mounted Parrot Cannon (Cracker Attack = +2 damage)...
Inventive/creative "weapons" don't necessarily have to do physical damage, they can distract, immobilize, intimidate, entertain, whatever. The main thing is that they usually have +2 effect. The NTYE Core Book differentiates Melee from Ranged weapons, but... there really isn't a reason to do so outside of reasonable application of the weapon. An enemy who is on the roof of the building across the street can NOT be hit by a swinging sword, but could be shot at with a bow and arrow.... common sense.