Character description
Ryder has brown hair with some silver strokes in it. He has (real) sparkles in his eyes.
And every now and then you can notice a faint crackle of electricity going over his body.
When touching him, or shaking his hand, you receive a small (harmless) static shock.
He uses a verred as weapon, often charging it with
crackling electricity, and a metal shield in his other hand.
Background story
Ryder was born 18 years ago, together with his twin
sister Daina. They grew up together in the small village Colzo. Their
parents, both Nanos and teachers in their ways, expected great things of
the twins. But all that pressure led to the opposite, and Ryder and Daina did as
much as they could to not go the route their parents wanted.
They often fled their parents classes, staying away afternoons without
their parents knowing where they would be. Ryder and Daina were interested
in the Numenera, but they didn't see it as their parents as something
mystical, but they saw it as all this old forgotten technology that they
wanted to learn to understand and use. Also the Voice of the Kephmiri, which their
parents saw as some kind of God, was just a very cool machine for them. It told wisdoms of forgotten
ages, from which they could learn a lot. Also they thought it was the reason
why their village was special and they hoped visiting the Five Kephi during
their pilgrimage would make them understand it better.
One day when they were only 6 years old, they fled the house again and
found a hiding spot in Cier's workshop. There they found a lot of
interesting stuff. Their parents would call it junk, but the twins started to
play with it, take things apart, and put other things together. Cier Kinson, the owner of the
workshop, liked that these children had interest in what she was doing, and
started to explain things and help them.
During their childhood they learned a lot about technology. Found things
that turned out to be cyphers lying around as junk. Ryder started to feel
the (mechanical) numenera in him and learned how to use it. Daina had a special
connection with machines and with her help Ryder learned a lot.
Some day they found a metal device in which Ryder felt
the Numenera precense. When put around his arm (with his sisters help) he felt it becoming one with
his arm and soon he started to harvest it powers. He gained more and more
control of it and electrical powers started to run through his body. Year
after year his control of the powers became better, and the device grew with
him and became a part of him.
The last few years Ryder and Daina were helping Cier out a lot in her
workshop. Helping repairing broken devices that people from the village brought to
them. And inventing new machines that could help the villagers with their
work. Ryder learned that every morning he focus the nanites inside him to empower a certain skill in
him, and that helped him prepare for certain jobs he had to do that day in
the workshop. After a night sleep he lost that skill again and could focus it on another
skill.
Daina also experimented together with Ryder on him. Trying to add
implants to him giving him minor cybernetic enhancements, or plug in weird
devices. Ryder also started to recognise batteries and power cells, being
able to charge them with his powers and use them in what they recognised as
devices from forgotten ages. He learned to use the numenera to do things
others would call tricks. But ofcourse it weren't tricks, there always was
an explanation. He could focus and manipulate the nanites in and around him
to mend a small broken object, let it change color, or let something float
through the air. After a while he could even let it prepare food for him.
Ryder became very skilled in the numenera, especially considering he wasn't
a Nano.
Since his childhood Ryder was being prepared for the Pilgrimage. They
heared stories about the dangers ahead, but also about all the new things
and secrets from the past they could discover. Besides his skills with the
Numenera, he knew he also had to train himself in combat. And learned to
fight with a verred (which he could infuse with his electrical powers) and a
shield, together with his Daykin. He knew he had to look after and protect
his sister Daina, who never could be motivated to learn to fight with
weapons. At least she was very fast, and others called her Zippy because of
it.
Extra information (from books)
Flex Skill ideas: Astronomy, Balancing, Biology, Botany,
Carrying, Climbing, Deceiving, Escaping, Geography, Geology, Healing,
History, Identifying, Initiative, Intimidation, Jumping, Leatherworking,
Lockpicking, Metalworking, Numenera, Perception, Persuasion, Philosophy,
Pickpocketing, Repairing, Riding, Smashing, Sneaking, Swimming, Woodworking
A Cobbled Jumble: You’re the product of generations of eugenics,
bolstered by minor cybernetic enhancements, a few small psychic abilities,
and the lessons of secret masters. In other words, you don’t have one source
of power or one explanation for your abilities— you have many, and as far as
you’re concerned, that’s the best formula for success. You don’t put all
your eggs in a single proverbial basket. To really get ahead, you must rely
on multiple strengths. You’ve always got an unexpected trick up your sleeve
or a fallback contingency. For example, you might have subdermal implants
that make you more resilient, your training might let you sense a foe’s
attack before he strikes, and your psychic abilities could allow you to push
your enemy’s blade slightly to the left so you can just barely dodge it. In
the end, you’re simply hard to hurt. Advancement: You have chosen every
path, so you must travel each of them. Training and drugs fuel your body and
mind, brain implants grant you additional skills, and devices hidden in your
palms give you fresh abilities. Advancement means new teachers and
technicians, strange substances and radiations, and an ever-increasing need
to discover the secrets of the past that will prove essential for your
future.
Mechanical: You think of yourself as "mechanical", and thus
adept with devices and machines. Your true talents lie with the numenera.
You likely have experience with ancient lore, and you can sense and wield
the numenera (which means "technology" for you). Mechanical characters
tend to carry a lot of tools and treat them almost like talismans.
Rides The Lightning: The ancients harnessed electricity in strange
and wonderful ways. Through practice and inherent ability (or the subtle use
of hidden or implanted devices), you control the same energy. Not only can
you create and discharge electrical power, but you can eventually learn to
use it to transport yourself. You probably wear tight-fitting clothing that
allows you to move quickly. Your garments might be blue and black, perhaps
with a lightning-bolt motif.