Name
Ryder Lucask
Descriptor
is a Mechanical
Type
Jack who
Focus
Rides the Lightning
Background
A Cobbled Jumble
Tier
Effort
XP
4++
3
 
ARMOR
DAMAGE  
0
Impaired
 
Debilitated
 
 
RECOVERY
1 action
10 mins
1 hour
10 hours
1d6 + 6
 
 
 
 
 
Pool
Total
Edge
MIGHT
 
12
SPEED
 
21
INTELLECT
 
20
SPECIAL ABILITIES
F
Charge (1+ Intellect points)
You can charge an artifact or other device (except a cypher) so that it can be used once. The cost is 1 Intellect point plus 1 point per level of the device. Action. (Corebook p72)
F
Shock (1 Intellect point)
Your hands crackle with electricity, and the next time you touch a creature, you inflict 3 points of damage. Alternatively, if you wield a weapon, for ten minutes it crackles with electricity and inflicts 1 additional point of damage per attack. Action for touch; enabler for weapon. (Corebook p72)
F
Bolt Rider (2-8 Intellect Points)
You can move a short distance (15m) from one location to another almost instantaneously, carried by a bolt of lightning. You must be able to see the new location, and there must be no intervening barriers. For 4 Intellect you can move a long distance (30m), for 6 Intellect you can move 60m and for 8 Intellect you can move 120m. Action. (Corebook p72)
F
Drain Charge
You can drain the power from an artifact or device, allowing you to regain 1 Intellect point per level of the device. You regain points at the rate of 1 point per round and must give your full concentration to the process each round. The GM determines whether the device is fully drained (likely true of most handheld or smaller devices) or retains some power (likely true of large machines). Action to initiate; action each round to drain. (Corebook p72)
T
Erase Memories (3 Intellect points)
S
T
You reach into a creature’s mind to make it forget. Choose one creature within immediate range and make an Intellect roll. On a success, you erase up to the last five minutes of the creature’s memory. The creature simply forgets anything it experienced during this time. When used in combat, you can give 1 other character an asset of 2 on its attack that round (because the NPC is suprised). Action. (Character Options p15)
F
Bolts of Power (5+ Intellect points)
S
T
You blast a fan of lightning out to short range in an arc that is approximately 50 feet (15 m) wide at the end. This discharge inflicts 4 points of damage. If you apply Effort to increase the damage rather than to decrease the difficulty, you deal 2 additional points of damage per level of Effort (instead of 3 points); however, targets in the area take 1 point of damage even if you fail the attack roll. Action. ()
T
Transdimensional Weapon (3 Intellect points)
One melee weapon that you touch vibrates on a dimensional frequency so that it spans into other dimensions for one hour. During this time, it inflicts 1 additional point of damage on a successful hit and affects targets that can only be affected by special transdimensional effects, such as those that are out of phase. Action to initiate. ()
D
Hedge Magic (1 Intellect point)
When you have a free hand, you can perform small tricks: temporarily change the color or basic appearance of a small object, cause small objects to float through the air, clean a small area, mend a broken object, prepare (but not create) food, and so on. You can’t use hedge magic to harm another creature or object. Action. (Corebook p49)
SKILLS
TYPE
Numenera
Repairing
Lockpicking
Sabotaging an object
Hunting
Flex Skill (default: Perception)
Charm
Persuasion
Deception
MOD
-2
-2
-2
-1
-1
-1
+1
+1
+1
SOURCE
D+T
T
T
T
DM
T
D
D
D
T
Flex Skill
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 p42)
SPECIAL ABILITIES
D
Sense "Magic"
You can sense whether the numenera is active in situations where its presence is not obvious. You must study an object or location closely for a minute to get a feel for whether the touch of the ancients is at work. (Corebook p49)
T
Opportunist
You have an asset on any attack roll you make against a creature that also is/gets attacked by someone else that 'player character' round and is within immediate range. Enabler (Character Options p15)
T
Sabotage
You are particularly good at bypassing locks and dismantling devices. You are trained in lockpicking, the numenera, and any task that involves sabotaging an object. Enabler. (Character Options p14)
F
Electrical Esoteries
If you perform esoteries, those that would normally use force or other energy instead use electricity. For example, a Flash or an Onslaught force blast is a blast of lightning. This alteration changes nothing other than the type of damage and the fact that it might start fires. (Corebook p71)
F
Minor Effect Suggestions
The target is dazed by electricity for one round, during which time the difficulty of all tasks it performs is modified by one step to its detriment. Electricity can also shut down an android, robot, or other automaton for one round. (Corebook p71)
F
Major Effects Suggestions
Devices filled with electrical power explode. You can target and destroy an artifact that a foe is holding or wearing. (Corebook p71)
T
Skill With Attacks (Trained - Medium Bladed)
T
Skill With Defense (Speed)
T
Skill With Defense (Intellect)
T
Trained Without Armor
T
Practiced With Light/Medium Weapons
* with Opportunist
** with Shock + Transdimensional weapon
ATTACKS
WEAPON
Heat Sword (Artifact)
Verred
Dagger
MOD
 -1 / -2*
 -1 / -2*
-1 / -2*
DMG
5 / 7**
4 / 6**
2 / 4**
DEFENCE
TYPE
Speed Defense
Might Defense
Intellect Defense
MOD
-3
0
-1
DESCR
specialized + shield
 
trained
INABILITIES
D
Unnerving aura
You have a manner or an aura that others find a bit unnerving. The difficulty of any task involving charm, persuasion, or deception is increased by one step. (Corebook p49)
POSSESSIONS
Shins:   68.67
Bag of miscellaneous batteries and power cells (Whenever you find a new device that operates on batteries or cells (GM discretion), there is a 75 percent chance that the bag contains one that will power it if it depletes)
Clothing
Bedroll
Light Weapon: Dagger
Medium Weapon: Verred (This weapon resembles a sword with two forked blades. It is short and useful in defense as well as offense)
Metal Shield (Asset for Speed defense tasks (decreases the difficulty by one step).)
Explorer's pack (Contains 50 feet (15 m) of rope, rations for three days, three spikes, hammer, warm clothes, sturdy boots, three torches, and two minor glowglobes.)
Bag of light tools (Contains small tongs, pliers, screwdriver, small hammer, small pry bar, lockpicks, 10 feet (3 m) of string, 3 feet (1 m) of wire, and miscellaneous screws and nails.)
Crowbar
Kephilim (Small device that will prove irrevocably on which Kephi you’ve been)
CYPHERS
Limit:   3
See online cyphers sheet
ARTIFACTS & ODDITIES
Blue crystal: When you hold it, it glows.
Metal ring: When you equip it, you feel like you are being massaged for 10 minutes.
Heat Sword (Artifact): Acts as a normal broadsword that inflicts 5 points of heat damage. Action to activate. Depletion roll of 1 in 1d100
3 Power Cells: Can be used to recharge a Cypher, requires Numenera check and some time to do (so use outside combat)
FRIENDS
Mark - Daina: Swift Nano who Talks To Machines Twin sister. You have learned to bring her along when you ride the lightning. If the character is standing right next to you, you can take her with you when you use the Bolt Rider or Electrical Flight powers.
Matthijs - Drake: Inquisitive Nano who Focuses Mind Over Matter
Ferry - Thom: Rugged Glaive who Controls Beasts You disturb his creatures in a way that Thom can't explain.
Jeroen - Tal: Graceful Jack who Crafts Illusions
Marcel - Ariya: Tongue-Tied Jack who Needs No Weapons