Mechanical/Mystical Nano Who Focuses Mind Over Matter
MIGHT POOL 10\ EDGE 0
SPEED POOL 9\ EDGE 0
INTELLECT POOL 21\ EDGE 2
Onslaught (1 Intellect point): You attack a foe using energies that assail his physical form. You must be able to see your target to use. You use telekinetic force that inflicts 4 points of damage. Action.
Ward: You have a shield of energy around you at all times that helps deflect attacks. You gain +1 to Armor. Enabler.
Hedge Magic (1 Intellect point): 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 (not create) food, and so on. You can’t use hedge magic to harm another creature or object. Action.
Deflect Attacks (1 Intellect point): Using your mind, you protect yourself from incoming attacks. For the next 10 minutes, you are trained in Speed defense tasks. Action to initiate.
Push (2 Intellect points): You push a creature or object an immediate distance in any direction you wish. You must be able to see the target, which must be your size or smaller, must not be affixed to anything, and must be within short range. The push is quick, and the force is too crude to be manipulated. For example, you can’t use this esotery to pull a lever or even close a door. Action.
Flash (4 Intellect points): You create an explosion of energy at a point within close range affecting an area up to immediate range from that point. You must be able to see the location where you intend to center the explosion. The blast inflicts 2 points of damage to all creatures or objects within the area. Because this is an area attack, adding Effort to increase your damage works differently than it does for single-target attacks: if you apply a level of Effort to increase the damage, add 2 points of damage for each target, and even if you fail your attack roll, all targets in the area still take 1 point of damage. Action.
Telekinesis (2 Intellect points): You can exert force on objects within short range. Once activated, your power has an effective Might Pool of 10, a Might Edge of 1, and an Effort of 2 (approximately equal to the strength of a fit, capable, adult human), and you can use it to move objects, push against objects, and so on. For example, you could lift and pull a light object anywhere within range to yourself or move a heavy object (like a piece of furniture) about 10 feet (3m). This power lacks the fine control to wield a weapon or move objects with much speed, so in most situations, it’s not a means of attack. You can’t use this ability on your own body. The power lasts for one hour or until its Might Pool is depleted-whichever comes first. Action.
Helping Hand Level 3
Hover Disk Level 6
Psychic Focus Level 4
Instant Weapon Level 5
Speed Heal Level 4
Clothing, book about the numenera, rapier, leather jerkin, ecledda clothing.
x1 bits, pieces, & parts
ARTIFACTS & ODDITIES
Circular stone plate with a human face that occasionally changes expression or appears to speak (but has no voice).
Small, warm metal blade that gives a very close shave.
Form: An organic pod, almost like a small, hemispherical bit of fruit. Once grafted to a host, it takes on the appearance of the host’s flesh
Effect: The pod grafts onto any living host (must be near the brain) and injects complex chemicals that greatly improve brain activity. This grants the host a +5 bonus to maximum Intellect Pool.
Inability: 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.
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.
Mental Esoteries: Those that would normally use force or other energy instead use telekinetic force. For example a Flash or an Onslaught.
Reduce the cost for wearing armor. Lowers the Might cost by 1 and lowers the Speed reduction by 1. (4XP)
Esoterie: Push (4XP)
Home/mobile workshop (3XP)
Moving Toward Perfection: 1 to Intellect Edge (4XP)
Extra Effort: Increase Effort by 1 (4XP)
You trained as a glaive, but your skills with the numenera and other types of lore eventually led you down a different path. Your former comrades don’t understand you, but they respect you.
A dream guided you to this point.
Damaris can cause your telekinetic powers to act oddly. Every once in a while, if she stands directly next to you, your powers are cancelled; but at other times, they seem improved when used near her.