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>Sandcat RPG stuff >Numenera: The Pilgrimage >Characters >Ariya Sangha

Ariya Sangha
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Name
Ariya Sangha
Descriptor
is a Tongue-Tied
Type
Jack who
Focus
Needs No Weapons
Background
School of Hard Knocks
Tier
Effort
XP
3.3
3
12 
 
ARMOR
DAMAGE  
2
Impaired
 
Debilitated
 
 
RECOVERY
1 action
10 mins
1 hour
10 hours
1d6 + 5
 
 
 
 
 
Pool
Total
Edge
MIGHT
 
15
SPEED
 
23
INTELLECT
 
10
SPECIAL ABILITIES
T
Bash (1 Might Point)
This is a pummeling melee attack. You make an attack and inflict 1 additional point of damage using almost any weapon except the lightest (such as a whip or a small knife). Action. ( Corebook p29)
T
Combat Ruse (1 Speed Point)
You feint or juke to mislead your foe and foil its defenses. Choose a creature within short range. If you succeed on a Speed roll, the next character to attack that creature before the end of your next turn has an asset to its attack roll. Action. ( Character Options p14)
T
Contortionist (2 Speed Points)
You can wriggle free from bindings or squeeze through a tight spot. You are trained in escaping. When you use an action to escape or move through a tight area, you can immediately use another action. You may use this action only to move. Enabler. ( Chracter Options p14)
F
Fists of Fury
You inflict 2 additional points of damage with unarmed attacks. Enabler. ( Character Options p69)
F
Flesh of Stone
You have +1 to Armor if you do not wear physical armor. Enabler. ( Character Options p69)
T
Opportunist
You have an asset on any attack roll you make against a creature that has been attacked at some point during the round and is within immediate range. Enabler. ( Character Options p15)
F
Adv. to Disadv. (2 Speed Points)
With a number of quick moves, you make an attack against a foe wielding a weapon, inflicting damage and disarming him so that his weapon is now 10 feet (3 m) away on the ground, or in your hands—your choice. The difficulty of the attack is increased by one step. Action. ( Character Options p69)
F
Fighting Style
You are trained in unarmed attacks. Enabler. ( Character Options p69)
T
Practiced With Light and Medium Weapons
You can use light and medium weapons without penalty. If you wield a heavy weapon, increase the difficulty of the attack by one step. ( Corebook p29)
T
Trained without Armor
You are trained in Speed defense actions when not wearing armor. Enabler ( Corebook p29)
T
Ward
You have a shield of energy around you at all times that helps deflect attacks. You gain +1 to Armor. Enabler. ( Corebook p30)
SPECIAL ABILITIES
F
Moving like Water (3 speed points)
You spin and move so that your defense and attacks are aided by your fluid motion. For one minute, the difficulty of your attacks and Speed defense rolls is decreased by one step. ( Character Options p69)
F
Minor Effect Suggestions
You trip your target and knock him prone. ( Character Options p69)
F
Major Effects Suggestions
You strike your target in a limb, making that limb useless for the next minute. ( Character Options p69)
INABILITIES
D
Socially awkward
The difficulty of all tasks relating to social interaction is increased by one step. ( Character Options p29)
D
Tongue-Tied
The difficulty of all tasks involving verbal communication or relaying information is increased by one step. ( Character Options p29)
SKILLS
T
Balancing
S
T
You’re specialised in Balancing. ( Corebook p50)
T
Flex Skill
S
T
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. ( Corebook p50)
D
Initiative
S
T
You’re specialised in Initiative (unless it is a social situation.) ( Character Options p29)
D
Perception
S
T
You are specialised in Perception ( Character Options p29)
ATTACKS
WEAPON
Unarmed
MOD
-2
DMG
4
DEFENCE
TYPE
Speed Defense
Might Defense
Intellect Defense
MOD
-1
0
0
DESCR
trained
 
 
POSSESSIONS
Shins:   25 1/3
Clothing
Explorer's pack ( Contains 50 feet (15 m) of rope, rations for three days, warm clothes, sturdy boots and three torches.)
Pack of Light Tools
Compass
Panflute
Tatami Mat
Grappling Hook
Wire ( 90 cm long thin wire made of very strong and durable synth)
14 days of rations
CYPHERS
Limit:   3
Metal sphere of 10cm diameter (Level 6): When activated, this device creates a tiny portal at the user’s wrist and another at a spot within long range that she can see. Her hand emerges from the second gate, allowing her to manipulate objects, attack with a light weapon, or pull a small object through the gate. The gate lasts for one round per cypher level.
ARTIFACTS
ODDITIES
Red Forehead Gem: You wear a crystal or jewel artifact on your forehead that, when pressed with a finger makes the wearer virtually deaf and makes her sight blurry for 5 minutes. This helps in concentration and meditation.
FRIENDS
  • Daina - Clever Nano who Talks To Machines
    none ( Mark)
  • Drake - Inquisitive Nano who Focuses Mind Over Matter
    Always seems to get in my way ( Matthijs)
  • Thom - Rugged Glaive who Controls Beasts
    none ( Ferry)
  • Tal - Graceful Jack who Crafts Illusions
    I am not fooled by his illusions ( Jeroen)
  • Ryder - Mechanical Jack who Rides the Lightning
    none ( Xavier)


Character description

Ariya is a petite girl who always moves very graciously. The paleness of her skin is only surpassed by the color of her hair which is pearly white. She dresses in a easy-fitting garment and cares little for adornment, save for the bright red gem that is attached to her forehead. She always is very aware of her surroundings but hardly ever speaks. When she does speak, it is barely over a whisper and most of the time half of the words are not pronounced at all. This makes her social interactions struggling at best.

Background story

Ariya was born as the granddaughter of the major and the baker. The major`s son had a brief sexual affair with the baker`s daughter and Ariya was born 3 weeks before they went on their pilgrimage. Because the major regarded her as a disgrace, all of the village consented in the fact that she was adopted by Mr. Takamasa. Mr. Takamasa was an eccentric man who lived on a small hill outside of Colzo. Her real parents never returned from their pilgrame because their Yearning for her was so strong, they died way before their seven years were over.

Advancement Path

Tier 1: Trained Perception (D), Initiative (D), Balancing (T), Flex Skill (T), Flesh of Stone (F), Fists of Fury (F), Trained without armor (T), Bash (T)
Tier 1.1: +4 stats (+4 speed)
Tier 1.2: +1 Edge (Speed)
Tier 1.3: +1 Effort
Tier 1.4: +1 skill (Specialised Initiative)
Tier 2: Advantage to Disadvantage (F), FIghting Style, unarmed (F), Specialised Balancing (T), Ward (T)
Tier 2.1: +1 Edge (Speed)
Tier 2.2: +1 Effort
Tier 2.3: +2 recovery
Tier 2.4: +1 TotT (Combat Ruse)
Tier 3: Moving like Water (F), Specialised Perception (T), Contortionist (T)
Tier 3.1: +1 Edge (Speed)
Tier 3.2: +4 stats (+4 speed)
Tier 3.3: +TotT (Opportunist)


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