You scan an area equal in size to a 10-foot (3-meter) cube, including all
objects or creatures within that area. The area must be within short range. Scanning a creature
or object always reveals its level (a measure of how powerful, dangerous, or difficult it is).
You also learn whatever facts the GM feels are pertinent about the matter and energy in that
area. For example, you might learn that the wooden box contains a device of metal and
synth. You might learn that the glass cylinder is full of poisonous gas, and that its metal stand
has an electrical field running through it that connects to a metal mesh in the floor. You might
learn that the creature standing before you is a mammal with a small brain. However, this
esotery doesn't tell you what the information means. Thus, in the first example, you don't
know what the metal and synth device does. In the second, you don't know if stepping on the
floor causes the cylinder to release the gas. In the third, you might suspect that the creature
is not very intelligent, but scans, like looks, can be deceiving. Many materials and energy fields
prevent or resist scanning. Action. (Corebook p36)
T
Ward
You have a shield of energy around you at all times that helps deflect attacks. You gain +1 to Armor. Enabler. (Corebook p36)
T
Cutting Light (2 intellect)
S
T
You emit a thin beam of energized light from your hand in immediate range. This inflicts 5 points of damage to a single foe. It is even more effective when used against immobile, nonliving targets. It slices up to 1 foot (0.3 m) of any material that is level 6 or less. The material can be up to 1 foot thick. Action. (Character options p11)
T
Practiced With Light Weapons
You can use light weapons without penalty. If you wield a medium weapon, increase the difficulty of the attack by one
step. If you wield a heavy weapon, increase it by two steps. (Corebook p35)
F
Information Gathering (5 intellect)
S
T
You
speak telepathically with any or all machines within 1
mile (1.6 km). You can ask one basic question about
themselves or anything happening near them and
receive a simple answer. For example, while in an area
with many machines, you could ask “Where is the ravage
bear?” and if the creature is within a mile of you, one or
more machines will probably provide the answer. Action. (Corebook p73)
F
Distant Activation (1 intellect)
S
T
You can activate or deactivate any machine you can see
within short range, even if normally you would have to touch or manually operate the device. To use
this ability, you must understand the function of the machine, it must be your size or smaller, and
it can't be connected to another intelligence (or be intelligent itself). Action. (Corebook p73)
F
Machine affinity
You are trained in all tasks involving electrical machines. Enabler. (Corebook p73)
F
Coaxing power (2 intellect)
You boost the power or function of a machine so that it operates at one level higher than normal for one hour. Action to initiate. (Corebook p73)
T
Accelerate (4+ intellect)
You imbue a creature with vitality and energy, allowing it to act more quickly. One willing creature you choose within immediate range accelerates for one minute. The creature has an asset for initiative tasks and Speed defense rolls. Instead of applying Effort to decrease the difficulty of this esotery, you can apply Effort to affect more targets, with each level of Effort affecting one additional target. You must touch additional targets to accelerate them. Action to initiate. (Character options p11)
SPECIAL ABILITIES
F
Charm machine (2 intellect)
S
T
You convince an unintelligent machine to “like” you. A machine that likes you is 50 percent less likely to function if said function would cause you harm. Thus, if a foe attempts to detonate a bomb near you controlled by a detonator that likes you, there is a 50 percent chance that it won’t explode. Action to initiate. (Corebook p73)
T
Countermeasure (4 intellect points)
S
T
You immediately end one ongoing numenera effect (such as an effect created by an esotery) within immediate range. Alternatively, you can use this as a defense action to cancel any incoming esotery targeted at you, or you can cancel any numenera device or the effect of any numenera device for 1d6 rounds. You must touch the effect or device to cancel it. Action. (Corebook p37)
T
Construction (4 Intellect points)
S
T
You build a structure from nonliving materials drawn from your environment within long range. When the structure appears, it draws up rocks, dirt, scrap metal, and anything else around you to become what you wish it to become. You might create a bridge across a chasm or a shelter where you and your companions can rest. The structure can have any shape you choose and can be big enough to accommodate up to one hundred people. If you create a building, you may divide the interior into as many chambers as you like, though each chamber must have at least one opening. You may also mold the interiors to create rudimentary furniture, such as tables, chairs, and platforms. When you use Construction, it takes ten minutes for the structure to finish taking shape. A structure you create lasts for 28 hours and then collapses into rubble. Action to initiate. (Character Options p12)
T
Teleportation (6+ intellect)
You
instantaneously transmit yourself to any location
that you have seen or been to, no matter the
distance, as long as it is on Earth (or whatever
world you’re currently on). Instead of applying
Effort to decrease the difficulty, you can apply
Effort to bring other people with you, with each
level of Effort affecting up to three additional
targets. You must touch any additional targets.
Action. (Corebook p39)
F
Intelligent Interface (3 intellect)
You can speak telepathically with any intelligent machine within long range. Further, you are trained in all interactions with intelligent machines. Such machines and automatons that normally would never communicate with a human might talk to you. Enabler. (Corebook p73)
F
Machine Companion
S
T
You create a level 3 animate, intelligent machine that accompanies you and acts as you direct. As a level 3 machine companion, it has a target number of 9 and a health of 9, and it inflicts 3 points of damage. If it’s destroyed, it takes you one month to create a new one. Enabler. (Corebook p73)
F
Robot Fighter
S
T
When fighting an automaton or intelligent machine, you are trained in attacks and defense. Enabler. (Corebook p73)
INABILITIES
D
Poor balance
You’re fast but not necessarily graceful. The difficulty of any task involving balance is increased by one step. (Corebook p51)
SKILLS
D
Initiative
S
T
You are trained in initiative actions (to determine who goes first in combat). (Corebook p51)
T
Numenera Training
S
T
You are specialized in the numenera and can attempt to understand and identify its properties. (Corebook p35)
D
Running
S
T
You ar11e trained in running actions. (Corebook p49)
ATTACKS
WEAPON
Dagger
MOD
-1
DMG
2
DEFENCE
TYPE
Speed Defense
Might Defense
Intellect Defense
MOD
0
0
0
DESCR
POSSESSIONS
Shins: 34
Clothing Light Weapon: Dagger Bag of Small Tools Book (numenera) Nartex key Nartex tools Bracelet with bell (Small bell which produces some incredible noise) Kephilim (Small device that will prove irrevocably on which Kephi you’ve been`) Machine Companion (A level 3 animate, intelligent machine that accompanies you and acts as you direct. As a level 3 machine companion, it has a target number of 9 and a health of 9, and it inflicts 3 points of damage.) Assorted Numenera parts Winter clothing (Animal hide transformed into a wintercoat)
CYPHERS
Limit: 5
Camouflage spray (lvl 4): An inanimate object (or group of objects) small enough to fit into a cube that is 10 feet by 10 feet by 10 feet (3 m by 3 m by 3m) can be quickly coated so that its color and texture blend into its surroundings perfectly. Ink in a bottle (lvl 5): When used to tattoo flesh, this ink embeds powerful magnets in the tattooed subject’s flesh. The magnet is powerful enough to hold up to 5 pounds (2.3 kg) of metal. The ink can only be applied once, and there’s only enough for a tattoo about 3 inches (7.5 cm) across, but once applied it is permanent. (lvl ): Small winged device with a tendril ending in an hand (lvl 3): When activated, this drone flies up to a long distance and performs one simple task with its tendril arm, such as pull a lever, open a door, lift an object, or push an object. Returning to the user can be a part of the task (so the drone can go get something and return with it). The drone has the strength of a normal human and is a creature of a level equal to the cypher level, with 1 Armor. It cannot make attacks and ceases to function after it performs its single task.
ARTIFACTS & ODDITIES
Tiara looking like goggles, changing hair color on a daily basis
FRIENDS
Ryder - Mechanical Jack who Rides the Lightning Twin brother (Xavier)
Drake - Inquisitive Nano who Focuses Mind Over Matter none (Matthijs)
Thom - Rugged Glaive who Controls Beasts none (Ferry)
Tal - Graceful Jack who Crafts Illusions none (Jeroen)
Ariya - Strong-Willed Glaive who Commands Mental Powers none (Marcel)